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ZX SPECTRUM 



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Hay THE GAME everyone's talking about: 

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5USTERS 

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£on Leader opho 

itoringthe status a 

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a ni number between 

^FnttN* Channel), 
manual accompan| 

; (1 „, ,m addition tup 
^ons.itincludesW 

inadocuments info* 
"Ifand other addition 

matio 11 - 







; iuts on the evening of May 16&, 1943. A flight of specially 
prepared Lancaster bombers is leaving EA1 Scamptcn for-Germany 
After months of planning Ho, 617 Squadron are at last&mbarking sn an operation destined So change the course of World War II, 

Your objective is to destroy the Holme, Mer and Sorpe dams, tiius crippling Germany's industrial heartlani 

: detailed and authentic simulation allows you So play the part of PILOT, NAVI&AT0R t FRONT GUNNER, HIM GujxjuR, 
BOMB AIMER ana FLIGHT ENGINEER, 

f.y at low altitude over Europe, on the lookout for deadly ME11Q nigh', fighters, dodging barrage Moons, seuctalights and : 
the ■ arget you'll need all your nerve and skill to control the aircraft and release your 'deadly payload whDol mder enemy attack. 

Game features Include: SUPERB GRAPHICS & SOUND • REALISTIC JOYSTICK CONTROL ■ PILOTS SCREEN 6- INDICATORS • 
MULTIPLE SCREEN NAVIGATOR'S MAPS • FRONT & REAR GUNNER'S SCREEN BOMB SIGHT SCREEN ■ ENGINEER'S 
INDICATORS. 

Game Paekage includes: Comprehensive flight instructions, maps and confidential documents including authentic material by Barnes 
Willis and Wing Commander Guy Gibson. 
D«signad and fereloped ty Sytoejr Development Corporation, Lwensed in wnjunctioa iritii International Com puier Group. ManufafiSured in tti« 

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An y^m&tow^j 

prom commodore u.ic 
■an spencer and 
mffbathe 




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-* 




Become a master of this mysterious ancient art: progress from 
novice to Tenth Dan and test your strength and discipline. You can 
control your character with either joystick or keyboard - 18 
different manoeuvres including blocks, flying kicks, leg sweeps, 
roundhouse and even somersaults! 

Challenge the computer, facing opponents of progressively 
greater skill, or compete with a friend. THE WAY OF THE EXPLODING 
FIST has it all - addictive competitive action, dazzling graphic 
animation and sound. The wait is over - you are about to face the 
challenge of a lifetime! "Spectacular, startlingly original epic, 
most televisual game I have encountered,"- Daily Mail. 
"Quite simply the best program •" - Popular Computing Weekly 






MELBOURNE HOUSE 



3t 







Now available for Commodore 

64 at/9.95. Available soon for 

the AmstradZ'9 95 and SDectruml8 } 



IffiLI 



Available from selected branches of 

GREENS. CatMET LASKVS Rumbelo ws 
WOOLWOftTH WHSMI'I H .(.^i'^BMSBQ 







Publishing 

Executive 

Roger Kegn 
Editor 

Graeme Kidd 
Technical Editor 
franci 
Art Editor 
Oliver Frey 
Production Designer 
David Western 
Software Editor 
Jeremy Spencer 
Adventure Editor 
Derek Brewster 
Strategy Reviewer 
Angus Hyall 
Staff Writer 

Mangram 
Contributing Writers 
Matthew Uffinclell, C I 
Passey, Robin Candy, 

n Minson, 
Mark. Han .• 

Client Liaison 

John ; 

Production Manager 

Sally Newman 

Subscription Manager 

Denise Roberts 

MaiiOrder 

Carol Kinsey 



% m&Newsfield Limited 
CRASH Magazine is pu b 
monthly by NewsfieW Ltd, 1 <2 
»psh«B 

ft Sub 0594 5620 

0564 5851 

S Advertising 05845851 

Colour o'rigJi 

Wallace Haad, London 
. 
Web Offset \ Member of the BPCC 
Newtown! a 
s, Cumbria. 
Distf ibution by COMAG, 

...k Road, West Drayton, 
Middlesex UB7 7QE 

Subscriptions: 12 issues £14.50 

.: eluded (Uk \ 
Europe, 12 issues f21.BG post 

: ed. Outside I 

jementinwri 

No material may be reproducad in 
wha'f 

cannot undertake to rn 

to CRASH Maga 

unlessacccTiuj 

. ivBtopO; Unsc-I- 

Mltanorp'tMMoi 

may be used .r El 

rrem rates, "i 
views o( co ressjjondt i 
and ate r. 
those of the puWishera. 

MICRONET: 

You can talk to CRASH via 

Micronet. Our IVIBX is 

105845851 

Cover by Oliver Frey 



30COMPUTER RENTALS LIMITED 

Roger Kean zooms off to get the inside story of CRL, the 
people behind ROCKY HORROR SHOW, the game, 
amongst other things. . . . 

66 PULL OUT POSTER 

With ail these fighting games on the Spectrum, Oliver 
Frey decided it was time to give you all a treat. 

74 THE STUFF OF LEGEND 

John Peel agrees to give Jeremy Spencer thB Scoop on 
KOMPLEX CITY — but he ha* to work for rt« 



80 THE SINCLAIR STORY 

Part Rve looks at the C5, and includes a mini-review. 



T 13 BEHIND THE MIRROR 

John Minson peeks Into Mirrorsoft, part of Robert 
Maxwell's empire — now not the only bit which involves 
the Spectrum I 



123 A BIT OF FUN 

See for yourself .... 

128 ON THE COVER 

This month's featured artist Is RICH SHEN FIELD, who was 
with Quicksilva in the early days. 




28 MONTY GOES RUNNING 

So could you, in a designer track suit in this Gremlin 
Graphics competition. 

76 LEISURE GENIUS OFFER 
MONOPOLY AND CLUEDO 

A chance to win two of the better boardga mes to play on 
and with you rubber-keyed chum 

100 WA V OF THE EXPLODING FIST 

Sang! Your chance to pick up one of a hundred copies of 
this fighting extravaganza from Melbourne House 

110 CRASH QUIZ 

Something a little different this month. . . ■ 

116ARNHEM 

We spare you the ignominy of winning Angus Ryail, and 
have persuaded CCS to offer 50 copies of their Wargame 
ARNHEM instead 



7 EDITORIAL 

plus indexes to advertisers and games reviewed 

18 NEWS INPUT 

A quick look at what's happening 

48 CRASH FORUM 

In which Lloyd looks at your literary works . . . 
58 PLAYING TIPS 

Robin Candy shows you how, and announces the results 
for the mega-brill Pokes Competition, Also a map of 
SHADOWFIRE m Glorious Oficolour, end DYNAMITE DAN 
cartography. 

70 CRASH HOTLINE AND 
ADVENTURE CHART 



72 LLOYD MANGRAMS HALL OF 
SLIME 

More mutilated mug-shots, gore and high scores 

78 ADVENTURE OFJETMAN 

Spaceship trouble for our hero in his quest for the Eye of 
Oktup 

82 TECH NICHE 

Our Swiss Technical Editor takes a look at the T1MEX 
2068, from Portugal, while we provide an overview of 
BASIC Compiler programs from England 

9 1 ADVENTURE TRAIL 

Derek gets involved in the world'of espionage, and one or 
two other strange worlds to boot . . . 

96 SIGNPOST 

Help and tips on adventures, together with your letters 
and in invitation to become a SUPERHERO! 



1 02CRASH COURSE 

Once more into the blackboard jungle with our intrepid 
Educational Software Reviewer 



111 RESULTS 

In which your "umble Competition Minion sorts his mail. 



The next issue of CRASH will be on sale 
from 29 AUGUST, Make sure you get a 
copy, and we won't sulk. Deal? 



CRASH August 1985 5 




LIVE OUT YOUR DREAMS 




Journey back to the 1930s and Che glorious days of 
steam aboard the footplate of the powerful King 
Arthur Class 4-6-0. 

You can almost feel the heat from the firebox and smell 
the billowing smoke when you thunder along the 
famous London to Brighton run. 
Using the footplate controls and gauges you will tow 
the Pullman carriages from Victoria to Brighton in 60 
minutes. Any delays will ruin your timetable, so keep 
an eye on your stocks of water and coal - you can 
check the efficiency of your coal bum by the density of 
the smoke. Your present speed, time and the position 
of the next signal for guidance are also displayed. 
Wipe the soot from your eyes and peer out of the ca-b 
to pick out the 24 stations as they rush by. Look out for 
other well known landmarks such as Battersea Power 



Station and the Clayton Tunnel. 

Take the option as the driver with your 5pectrum 

guiding you along the right track, or try harder lev/els 

where you 3te the driver anc/the fireman, perhaps 

facing adverse conditions that could make you 

disastrously late I 

Realistic controls such as the regulator controlling the 

flow of steam to the cylinders, the damper controlling 

air flow to the fire, vacuum brakes and the fire doors, 

plus authentic moving graphics and sound, make 

Southern Belle second only to the real experience. 

You have steam up, there's a strict timetable, the 

Southern Belle is all yours. 

Now that was the age of the train I 

For all 48K ZX Spectrums. Price £7.95 









TochnttfM T<M 
Avalon Arcade Adventure 

Grapr«Adv*raureMovte For afi4flK Spectrums «,*S 

For all 48K Spectrums ».» andAmHrwfCPC^Mfj.W 



HEvoon conuiLCAno 



56tj Milton Trading Estate, MBton, Abingdon, Oxon, CXI 4 4RX. 

For mai! order send cheque/postal order made payable to 

Hewson Consultants. For credit card sales state your Access/ 

Bardaycard number and enclose 3 specimen signature. 

Don't forget to include your own name and address. 





Oragontorc HMttif ow mtcmattanal 

tivng Adventure Movie Simulation 

FOr an 48K Spectrums ***** Rjf » t&n Spectrums £?.*S 

and Amstrad CPC *m «-•* and Amsvafl etc tc* tlM 



As pan of our continuing development of innovative software we are ahways happy to evaluate software icm to us with a view to publication. 







A NEW EDITOR 



After exactly one and a half 
years of publishing CRASH, it 
seems an opportune moment 
for a change of editorship, I am 
moving over to become the 
editor of our sister magazine, 
ZZAP1 64 because its editor, 
Chris Anderson, has now left 
Newsfield, The responsibility for 
CRASH falls into the 
experienced hands of Graeme 
K i dd , who has been the a ssistant 
editor since Christmas. The 
change around hardly 
represents a big move, since 
both our desks face each other 
across some six feet of the same 
office area and barely a rubber 
band's flick away from software 
editor Jeremy Spencer. 

It's an opportune moment, as 
well, \n terms of timing, for 
CRASH has now become, thanks 
to you the readers, just aboutthe 
most popular computer title in 
Britain, with sales rivalling those 
of the biggest and longest 
established publications in the 
field. Every indication points to 
the fact that sales are still rising 
rapidly — so, hello to the 4,000 
(approximately) new readers 
this month! 

I haven't entirely abandoned 
CRASH, however, as there are 
still lots of things to write for the 
magazine, but from now on, the 
day to day headaches will all 
belong to Graeme 1 So with no 
more ado, l r U hand over the page 
to your new editor, who has s 
few strong things to say about . . 
.what follows. 

Roger Kean 



WHAT A SILLY 
HUNT! 

There's more to a good 
magazine than a string of 
excfusives. In the last couple of 
months, however, the race for 
'scoops' in the software industry 
has been on — with a vengeance 
— and a few people have been 
left with egg on their faces in the 
hunt for exclusives. 

Some software houses have a 
very strange idea of what 
constitutes an exclusive story— 
one in particular peddled each 
part of a three -part game as 
three separate exclusives, while 
another managed to ha nd out an 
exclusive on the same product 
to several magazines 
simultaneously, which left 
everyone looking rather foolish, 
'It all depends on what you 
mean by "an exclusive' ,' as one 
software house said recently, 

AH good fun really, except a 



couple of magazines, annoyed 
at having missed out on 
previews and excfusives have 
resorted to 'dirty tricks'. 'We 
don't hold discussions with 
companies which advertise with 
CRASH ' was the message given 
to a software house by one of 
our supposedly reputable 
competitors at the start of a 
meeting the other week: the 
meeting ended rather abruptly! 
A day or so later a carload of 
executives from the meetingfess 
magazine was sent up the Ml to 
buy an expensive lunch for the 
people who advertised in 
CRASH. (We don't have to buy 
our advertisers large lunches — 
cheers lads!) 

Another editor, this time from 
a Commodore magazine, was 
miffed by an exclusive review of 
a certain game in our sister 
magazineZZAPI 64, and rang up 
the software house concerned 
to inform them that someone 
had been in touch with his 
classified advertisement 
manager trying to sell pirate 
copies. It would be strange, 
considering the circumstances, 
if he hadn't recognised perfectly 
well that this would cast 
aspersions on ZZAPI's integrity, 
as these copies must either have 
been taken from the one and 
only working version of the 
game, lent to ZZAPJ for the 
review, or have been supplied 



by someone from the software 
house itself; indeed to make the 
point, the software house was 
told that the classified ad 
contained wording to the effect ' 
. , , as seen in ZZAPI magazine'. 
As it was, the editor concerned 
was unable to provide any 
names and addresses to 
substantiate his allegations — 
nor was the software house 
through their own private 
investigations. No pirate copies 
existed, and the whole exercise 
was a set-up. 

The same thing happened to 
CRASH — the same software 
company was contacted about a 
Spectrum game by the same 
magazine publisher, who 
claimed that pirates had 
contactedthem having obtained 
copies of their Spectrum game 
which we reviewed exclusively. 
Oddly, the magazine claimed, 
these pirates mostly lived in the 
Midlands. (Ludlow's in the 
Midlands — geddit?) Th is time, 
the a I legat io n wa s that either 
CRASH mail order had supplied 
the game, well before release 
date, or that the pirates had 
clandestinely received an illegal 
copy from someone at CRASH 
Trouble was, the 'informant' 
didn't know that the name of the 

fjame had been changed at the 
ast moment, and that we had 
been given such en early copy, 
that ours still had the original 



name, ff we had supplied a 
pirate, he would be offering 
copies of the game with its 
original name— which the 
informant didn't know. Moral: If 
you're going to cast aspersions, 
make sure you get your facts 
straight. 

But such behind the scenes 
wranglings between supposed 
grown-ups, involving peeved 
magazine editors and fibbing 
advertisement salespeople 
telling untruths about our 
circulation figures are not really 
of direct impact to CRASH 
readers — a band which grows 
in number by thousands every 
month. And they have little 
impact on CRASH itself. 

If our competitors stopped to 
think for a moment, they might 
realise that giving a full review 
to a game which has only been 
seen in a part fin ished state, |ust 
so they can use the banner 
'EXCLUSIVE', is really ripping 
off their readers. 

Giving a couple of paragraphs 
by way of a review to a game 
which hasn't even seen the 
inside of their office as one 
Spectrum magazine recently 
did, is really a total con job On 
the Commodore 64 front, the 
ZZAP! team has noticed 
exclusive reviews of 
'Commodore' games in other 
magazines which have been 
illustrated by Spectrum screen 



Mr Graeme Kidd 




CRASH August 1985 7 



shots (Rocky Horror Show, for 
one} and are really reviews of 
Spectrum games! 

Writing an exclusive review of 
an unfinished game by lifting 
chunks from Press Releases, 
and joining them together with 
well-chosen phrases so it 
sounds like the writer has played 
the game is little short of 
fraudulent. Especially if the 
author has only played the game 
on another computer, or had a 
ten-minute run through during a 
visit to the software house's 
offices. 

A fewtrue stories, each from a 
different magazine. All of which 
are probably losing readers to 
CRASH {and Z2API) as a result 
of thei r dirty dealings. Suits us! 

Like all journalists,, the CRASH 
team enjoy getting a good 
exclusive — but if it i s a n 
exclusive preview, we'll call it 
that, and not pretend we've had 
a chance to play the game and 
then go on to invent a 'full' 
review. We've had a couple of 
early looks at new products in 
this issue of CRASH, from Mikrc- 
Gen and Legend amongst 



others, but we're not calling 
them exciusives. 

We've dropped out of the race 
7- we're winning a far more 
important one. Anyway, our 
readers are quite bright enough 
to work out where they can read 
genuine comments ahead of the 
crowd, without having to be told 
so in big letters. Nor have we got 
time for petty wranglings and 
smear campaigns — we're too 
busy having fun and putting 
together magazines we enjoy 
writing as much as we hope you 
enjoy reading. 

Graeme Kidd 




r 



PROGRAMS REVIEWED IN THIS ISSUE 



ACTJON BIKER Master 

tronic 

BABA LIBA Silversoft 16 

CHARLIE AND THE 

CHOCOLATE FACTORY 

Hill McGibbon 38 

CHEMISTRY Merrt/Clpud 

9 104 

THE COVENANT PSS 42 
CYLU Firebird 14 

FRENCH VOCABULARY 
, Rose Software 104 

FRANKIEGOESTO 
HOLLYWOOD Ocean 
GO TO HELL 666 

Software 
HYPERSPORTS 

Imagine 

JET SET WILLY II 
Software Projects 
JUGGERNAUT CRL 
JUNGLE JUMBLE Clever 
Clogs (APS) 103 

MONOPOLY Leisure 
Genius 120 



12 

103 
37 



34 

25 

45 
116 



NODES OF YESOD 

Odin 

PARTY TIME Clever 
Clogs (APS) 
PAWS Artie 

PICTURE LOGIC Addison 
Wesley 102 

PIPELINE CSM 39 

POSTMAN PAT'S TRAIL 
GAME Lo no man 102 
PROFANATION Gremlin 
Graphics 106 

ROCCO Gremlin 
Graphics 40 

ROLY POLY GOES TO 
HOSPITAL David Todd 

40 
SAIMA200M 
Silversoft 16 

SCIENCE Clever Clogs 
(APS) 104 

SPY vs SPY Beyond 24 



ADVERTISERS' INDEX 






ACF 49 


Leisure Genius 


41 


Activision 65, 73 


Lerm 


87 


Adnata 23 


Level 9 


33 


Argus Press Software 64, 63 


Mancomp 


49.83 


CRASH Mail Order 36 


Melbourne House 


4 


CRASH Back numbers 44 


Microcentre 


55 


Datasoft 37 


Mikro-Gen 


121 


Do mar It 89 


Mirrorsoft 


9 


EBte.3, 10-11 


Monolith 


43 


The Edge 99,105,119 
Firebird 79 


New Generation 


27 


Ocean 


57, 7S, 131 


Frel 115 


Odin 


53 


Gargoyle Games 37 


Ram Electronics 


B6~86 


Giteoft 93 


Ultimate 


61 


Gremlin Graphics 47,107, 127 


US Gold 


2 


Hewson Consultants 6 


Virgin 


39 


Imagine 132 


Vortex 


15 




At A NEWSAGENT 
NEAR YOUR 
FRIEND 




% Letters [a 
and compel ' 



ZZAP! 64 is monthly and costs 95p 



'ZZAPf 64' & 'CRASH' an both Nvwsf fold Publications 



8 CRASH August 1985 





"What makes the game is the graphics - large, witty, 
bizarre and beautifully animated ■ . . each screen has 
something remarkable, and horribly difficult puzzles 
. . . Dynamite Dan is not just another Miner surrogate 
and is at least as essential to your collection." 
Popular Computing Weekly. 

48K Spectrum/Spectrum + £6.95 



p opu/ar 



Com 



Puting 



Weekl 



Pick 



of the 



Week 




Maxwell House, Worship Street, London EC2A 2EN. Tel 01-377 4600 
Trade orders to: Purnell Book Centre, Paulton, Bristol BS18 5LQ, Tel 0761 413301 



1 



, * j9 



KtunlikeJY heavy 
contenders in tfie boxing simulation to beat em all! 



FRANK BRUNO 



CHALLENGER) 









CANADA 

The Wg, plodding, lumber- 
jack from Canada, with the 
beauty of a grizzly Dear and 
le speed of an elephant. 



JAPAN 

I the way from the land of 
ie rising Hf-Fi Is Fling Long 
lop, a martial arts master 
" No-Can-Do. 



USSR 

Andra Is a fast, dancing 
Russian who goes to your 
head faster than a neat 
glass of vodka. 



AFRICA 

Tribal means trouble 1 
anyone, he has a temper 
that aets the better of youi 
Landing the punches with 
unnerving accuracy 



FRANCS 
Frenchle may appear to be 
cool, suave and sophisti- 
cated, but this deceptive 
facade hides a rather 
menacing Individual, ready 
to make you see stars. 



ITALY 

RavioW Is not a man to mess 
with. He knows all the dirty 
tricks, and uses them 
without a care in the world. 



AUSTRALIA 

Fed on a diet of empty lager 
cans, this man feels no pain. 
Pure un-interrupted punch 
power. 



USA 

! world Famous, wortd 
Champion Peter Perfect, 
The most neat and accurate 
boxer in history is set to 

[ drive his engine of glory all 
over you. could anyone be a 
match for macho man? 









sr«?Z 



% 



?/s 



ft 



& 



»* 



^ 



GAME 
EATURE 



• Eight fiery opponents, each with their 
own distinctive fighting stvte. 

•Smooth-scrolling camera action, giving 
the best view of the fight at all times. 

• Furious three minute rounds with 
'knock-down' and 'knockout features. 

• warm-Up and 'Autoplay sequences. 

• K.O. Meter, Best K.O. Time, Score and 
Bonus displayed on screen. 
• Addftional boxers to load from tape. 

•Hall of fame. 

> Endorsed by Heavyweight 
Champion - Frank Bruno, 



Elite Systems Limited Anchor House Anchor Road Aldrrdge Walsall West Midlands Telephone (0922} 55852 Telex 355622 SPETELG 




N*0«D*E»S OF 



NODES 

OF 

YESOD 

Producer: Odin 
Computer Graphics 

Memory required: 48K 
Retail price: £9.95 
Language: machine code 

Author: the team 



The blurb sheet that comes with 
the game goes on at length to 
describe the home, breakfast 
and lifestyle of The Rl Hon. 
Charlemagne 'Charlie' 

Fotheringham-Grunes (our 

hero, and alleged apprentice 
saviour of the universe}. You 
may fancy the mission, set him 
by a little chap in a rhododen- 
dron bush, rather less than the 
breakfast (butter dripping kip- 
pers etc) he has just downed. 
What the chap form tCUPS tells 
him in rather broken English 
{either that or the Odin spelt- 
checker needs a good kick) is 
that they are getting some rather 
strange signals from the moon, 
Would Charlie be so kind (and so 
stupid) as to go and find the 
'ertoschectr responsible? 

The game begins with you 
wandering about on the surface 
of the moon (it must be the 
moon because in the back- 
ground there is a very nice piccy 
of the earth). As you as 
along, try to avoid falling down 
I'-otes before finding a 
friendly mole — the lunar moles 
are a helpful bunch compared to 
frSKies found on (and in) 
you r average ea rth lawn . To g ive 
you some idea of the humour 
incorporated into this game the 
wall chewing tunnef finding 
mole has braces! 

With mole in tow leap down 
one of the holes and you will find 
yourself in a cavern with ledges 
and monsters, and more ledges 
and monsters! Most of the 
monsters are a nuisance — they 
merely get in your way rather 
than doing you harm — but they 
are quite fun to squash. Lower 
down in each of the caverns you 
find monsters of a different 
composition; they are not so 
easy to kill, and rf you get too 
close you will be thrown all over 
the place and lose a great deal of 
energy. 

Monsters aside It's best not to 
forget the main purpose of 
Charlie's trip and which is to find 
the Monolith. He has already 

12 CRASH August 1985 




worked out that to get to it he 
needs to find and collect eight 
"keys' or a) ch terns, so he must 
explore the caverns and stay 
alive. The alchiems are rather 
attractive crystal objects. 
Indeed, it is so attractive that you 
are not the only one collecting 
them, so proceed with great care 
rf you don't want to become a 
victim of what could be the first 
lunar mugger. 
The task is pretty simple but is 



hugely complicated by the size 
of the cavern system; not all of 
the access routes are clear so 
you will have to use the mole to 
make extra tunnels. The game 
includes features such as whirl- 
winds that teleport you to some- 
where that you would rather not 
be. Huge and deep shafts also 
exist, which can mean the cert- 
ain loss of a life if you tumble 
down one — unless you get 
lucky and find that the one you 



just fell into has a very powerful 
up draft. 

Extra lives can be found scat- 
tered about the sub-lunar 
environment, which Is just as 
well because on the bottom of 
the screen you can see your vital 
signs iicking away, your current 
life force ebbing away and your 
movements slow with every 
bearing you take. When you get 
an extra life you will also find 
yourself with some things called 










gravity sticks. These are very 
useful because not only do they 
render galactic muggers harm- 
less but also induce a gravity 
field in the immediate area 
ing all monsters (if you can 
count a cuddly teddy on a spring 
as a monster) to fall to the bot- 
tom of the cavern. 



CRITICISM 



m 'After starting the game I had 
to look twice to make sure that 
it was not by Ultimate. We are 
talking fab graphics here a really 
detailed main character which 
somersaults with a degree of 



smoothness that puts a Rolls 
Royce to shame {RR's work 
better greasy side down — Soft 
Ed), I really enjoyed Nodes of 
Yesod but I was slightly disturb- 
ed by the similarities to Under- 
wurlde. but that aside, It's a 
SMASH to say the least. Little 
things like the feature of the 
mole that chews it's way 
through walls realty add to the 
game. Overall an excellent 
game which is certainty related 



to one of the mege-whatstts 
from Imagine that we never goit 
to see/ 

• ' Nodes of Yesod has got to be 
one of the best games this year 
and probably one of the most 
playable I have loaded into my 
Spectrum to date. It has brilliant 
graphics which are very well 
drawn and an/mated. The sound 
is great and there is a fantastic 
speech sequence just before the 
last block of code loads. I love 
the way that your man jumps, 
very similar to the character in 
Impossible Mission on the CBM, 
At first sight Nodes of Yesod 
seems much like Underwurlde 
by Ultimate; in fact there are a 
number of other similarities, the 
music for example sounds very 
frke that from Shadowf\re,and 
the mole acts in a similar way to 
the servant in Dragontort I had 
trouble loading the version I was 
given but I understand this fault 
was a unique one (which is a 
relief/. This game is certainly a 
CRASH SMASH' 

• 'Immediately this game had 
loaded f was overwhelmed by its 
quality, and after a considerable 
time playing it I am even more 
impressed. There is so much 
attention to detail, the chewing 
noise of the mole, the move- 
ment of the of the characters, the 
inside of the caverns and tun- 
nels, everything is well done, 
even down to the little ocillo- 
scope which shows your energy 
level. The graphics are superb 
and very rewarding. There are 
some fantastic surprises in store 
and that's what makes the game 
so playable. Add the fact that the 
game does not require the brain 
to work overtime to solve hund- 
reds of ever-so-subtie problems 
and you have a game that is 
addictive but not over frustrat- 
ing. A very worthy SMASH and I 
can't wait to see more from 
Odin' 



COMMENTS 



Control keys: G-fVA-F 

up/down, alternate bottom row 

keys for left/right 

Joystick: Kempston, cursor and 

Interface 2 

Keyboard play: probably better 

than using a joystick 

Use of colour: exceptional 

Graphics: superlative 

Sound: not extensive, but when 

it is used it's great 

Skill levels: one 

Lives: three but more can be 

found 

Screens: 256 

General rating; you'll be over 

the moon witn this one (1) 

Use of computer: 92% 

Graphics: 96% 

Payability: 93% 

Getting started: 91% 

Addictive qualities: 90% 

Value for money: 89% 

Overall: 93% 

CRASH August 1985 13 














Zfic€h 



CYLU 

Producer: Firebird 
Memory required: 48K 
Retail price: £2.S0 
Language; machine code 
Author: Geoff Foley 

ft wasn't long ago that we all 
raved about Knightlore and 
Alien 8, well now Firebird have 
produced a game that graphic- 
ally is very similar but much 
larger. 

To set the scene. The people 
of Tsfu need a leader and it 
seems that they are prepared to 
consider any oldtrog that comes 
in off the galactic by — ways. 



puters I/O unit which is located 
in the start room. There are isol- 
ated areas of the maze which 
can only be reached via a tele- 
port link and to operate the link 
you will need to find the correct 
key. You must always keep your 
eye on the fuel situation — units 
are consumed very quickly. 
Scattered around the maze are 
lots of fuel pods which can be 
collected and used when 
needed. 

The character on the screen is 
steered with reference to the 
direction that it is facing rather 
than in relation to the screen. In 
other words if you want to move 
left you must turn to the left and 
then move forward, this can be a 
little confusing at times but one 



the display and depends on how 
much time you waste and how 
quickly you manage to locate 
items of importance and put 
them to use. 



CRITICISM 



• The first Alien 8 lookaltke is 
here in the form of Cylu. This 
game has graphics which are 
very similar to Ultimata's 3D 
effects but obviously not quite 
as good. The sound is not very 
well used, only a few beeps here 
and there, which is a shame as it 
might have livened up the game 
a bit. Payability wise this game 
doesn't rate too highly as there 
are a few mobility problems 



of this game. Although the the 
graphics on any one screen are 

washed in only one colour the 
effect is still pretty good. If you 
enjoy making maps I am sure 
you will have some fun with this 
but don't expect the scenery to 
be too varied. A very high qual- 
ity budget game and a must for 
the mappers.' 



COMMENTS 



Control keys: very wide 
selection 

Joystick: programmable only 
Keyboard play: fine 
Use of colour: only one col our to 
each screen 
| Graphics: Knightlore style but 




You, Cylu, play the part Of just 
one such trog. The Tsluvians 
have devised a test to make sure 
that you are capable of leading 
them and a very complicated 
test it is too. I Why can't they just 
hold an election like everybody 
else?). The Evoltans have a very 
large and unpleasant maze and 
they have scattered 24 objects 
around It, To prove your worth 
you must retrieve ail of the 
objects and return them to the 
start point, do that and you get 
to become theTBC Qsluvian Big 
Cheese). 

The journey around the maze 
is fraught with dangers hitherto 
uni imagined. To kick off with 
there are 32 forcefields which 
can only be passed by finding 
and loading the appropriate 
processor into the main com- 

14 CRASH August 1985 



soon gets used to it. You can 
only ca rry five objects at any one 
time. When an object is picked 
up it is placed into one of the five 
coloured boxes on the upper 
right of the screen, You are able 
to select which item you would 
like to use, perhaps a fuel pod, 
by entering the number of the 
box. When you approach a 
forcefield you can determine 
which coded chip you need to 
turn it off by pressing the exam- 
ine button. The screen will come 
up with the code number and 
then It's up to you to pop off and 
find the appropriate CPU, 

Against all of the odds you 
may manage to impress the 
leaderless ones, but by how 
much rather depends on your 
efficiency level. This is given as a 
constant reading at the side of 



with your man which make the 
game more infuriating then fun 
to play. Generally 1 wouldn't 
strongly recommend this game 
— but as it only costs £2.50, you 
can't really go wrong.' 

• 'There's no point pretending 
that this game is anywhere near 
as elegan t as those it flatters. But 
for all of that Cylu is a playable 
game, f say the graphics aren't 
as elegant but they are still very 
good and create a passable 
effect, The game itself is com- 
plex but perhaps a tittle thin. I 
enjoyed playing it even though 
some of the Ultimate perfection- 
ists in the office scoffed at it. Well 
worth the asking price. ' 

• 'I am greatly impressed both 
by the graphics and by the size 



smaller and less detailed 

Sound: clicking for movement 

Skill levels: one 

Lives: one 

Screens: two hundred 

General rating: for the price this 

game is a must 

Use of computer 66% 

Graphics 75% 

Payability 70% 

Getting started 68% 

Addictive qualities 72% 

Value for money 85% 

Overall 79% 











Approaching fast... 
brain- blowing graphic s ...mega-blasting power. ..fast-action playab1l1ty. 
'highway encounter'.. .a totally new direction f r om vortex. 

once you're on it.. .there's no turning back. 



H J G H W AY EN C U H T E ft F R SHC T It U M 4 8 K ■ £ 7 . -9 5 

VORTEX SOFTWARE (5AIES) LIMITED, VORTtX HOUSE, 24 KANSAS AVfNUE, OfF SOUTH LANGW0*TKY ROAD, SALFORD Mi 2CL. 









S AIM A ZOOM 
and 
BABA- LIBA 



JSaha'&tx* 



Producer: Silver soft 
Memory required: 48K 
Retail price: £6.95 and 
£7.95 respectively 
Language: Spanish 
machine code 
Author: Victor Ruiz 

These two games, which are 
sold separately, form a two part 
graphical adventure game. The 
central character is a chap called 
Professor Indiana Smith (no rel- 
ation to the Joneses) and his 
ultimate goal is to rescue poor 
Victor and nick a bit of I oot (sa I v- 
age treasure) in the process. 

In the first game, Saimazoom, 
our hero is trying to explore a 
hundred-screen region for some 
treasure. In effect this area is a 
maze because hills rivers and 
trees act as barriers. As Smith 
wanders about the pint he will 
occasion upon a variety of 
items, most important of which 
are canisters of water — his 
water level is always falling and 



ure could be locked in one of the 
strange locked rooms — the key 
wilt let you in for a quick explore 
but mind the snakes. 

For his second mission Smith 
finds himself in the gardens of 
Baba Liba, His task; rescue 
Victor, find the treasure and 
pinch a princess. Again the 
garden forms a vast maze 
except that this time the barriers 
cannot be penetrated. You must 
use your skill to find a route and 
get the three keys that allow you 
into the palace. There are 
more nasty people and unpleas- 
ant wildlife to deal with but at 
least you have the means. You 
start the game with 14 short- 
fuse bombs. If you find your 
path blocked by something, 
drop a bomb and dash into 
another screen, put your fingers 
to your ears and wait. When you 
return the personage will have 
been killed, Alas one cannot use 
bombs for blowing up the 
shrubbery, then the task of 
reaching the palace would be 
ust too easy. 





Professor Indians Smith languishes in the garden of the 
Palace ofBaba-Libo, prior to mooting a stick y ond. no doubt - 



needs constant topping up. 
Other finds include canoes, pick- 
axes, guns, keys et sf (Al plays 
no part however). These items 
are placed into a 'bag' able to 
contain only four items, which 
are shown on the side of the 
playing area. Now, if Smith finds 
himself in a tight spot because 
he is being chased by the Tibag 
Indians or the occasional wild 
animal the assorted goodies can 
come in very handy, 

The canoe can be used to 
escape over a river, the gun to 
kill or the pickaxe to move 
mountains. These objects can 
only be used once, so if you 
cross a river you must find 
another to come back. One item 
that can be retained takes the 
form of a key. Some of the treas- 

16 CRASH August 1985 



CRITICISM 



• 'Saimazoom is essentially a 
col lect the bits game. The graph- 
ics are unremarkable but this 
type of game can be instantly 
playable but, as in this case, has 
little lasting appeal, I found the 
animals too easy to dodge and 
the game too easy to play. Baba- 
Liba is marginally better than 
part one. The maze area is more 
enclosed and better drawn, the 
nasties are a lot nastier so the 
bombs come in handy. Of the 
two parts I prefered the latter,' 

• 'Saimazoom is one of those 
games, you know the sort, you 
buy it and fee! you have been 



ripped off. Later on you begin to 
get into it a fittte more, until you 
buy another game, after that ft 
rots in a comer. Apart from 
being very dated (can't find any- 
thing desperately wrong with it, 
but it is rather a step back for 
Sitversoft The graphics are big 
and jolly and jerky. Playabitity- 
wise Saimazoom becomes bor- 
ing after a few goes, i would give 
it a miss. Baba-Uba on the other 
hand is a much better game. The 
graphics, while stii/ dated, seem 
to fill up the screen a fitt/e more 
(like my Art teacher f hate empty 
spaces). What little sound there 
is, is good, more would have 
helped a lot Baba-Liba is the 
more playable and more addict- 
ive of the two games, ' 

• 'I was pretty disappointed 
with these two games, I can't 
help feeling they slipped 
through some sort of time 
thingie, perhaps from the days 
of the ZX-80. While they are both 
fun, Saimazoom more so, they 
get boring pretty quickly. 
Neither are hard games to play 
so perhaps there rests the 



answer. I will recommend them 
for the toddler gamers, lots of 
mini fun, not too much aggrav- 
ation.' 



COMMENTS 



Control keys: O/P left/right, G7A 

up /down, space to fire 

Joystick: Kempston 

Keyboard play: good choice of 

keys 

Use of colour: very basic 

Graphics: neat but dated 

Sound: limited 

Skill levels: 1 

Lives: 4 and 3 

Screens: 100 each 

General rating: dated, perhaps a 

good toddler starter kit 

Use of computer 52% 
Graphics 65% 

Payability 46% 

Getting started 65% 

Addictive qualities 57% 
Valueformoney 50&42% 
Overall 53 & 48% 










ACTION 
BIKER 



Producer: Mastertronic 
Memory required: 48K 
Retail price: £1.99 
Language: machine code 
Author: M. J. Child 

It will not escape yo u r notice that 
the name KP Skips is plastered 
all over the inlay and even the 
pame, it's all part of a promot* 
lonal tie up between said KPand 
Mastertronic. Clumsy Colin is 
the star of the KP Skips promo- 
tional campaign, has stepped off 
the front of a Skips bag to mount 
his Action Bike for the duration 
of this game. 

Colin has a friend called Marti 
who needs to be taken to the 
local spaceport. A spaceport 
may seem a little out of pi ace but 
it seems that Colin is having a bit 
of a dream. In this dream he 
must find Marti, but at 8 O'clock 
he will wake up to the bitter 
clanging of his alarm clock. 
Marti must be found before 
Colin wakes up but Colin's first 
task is to get some extra equip- 
ment together. Problems. First, 
he needs extra equipment if he 
is to find his friend — you know 
the sort of thing, a periscope for 
example. His motorbike will be 
very useful but alas it also needs 
add ons. Colin #must collect 
these extras from his friends to 
improve the bike's performance. 
The more auxiliary equipment 
he has the easier the task 
becomes. 

An example perhaps? This 
particular town has a great 
many oil spills, there are mini oil 
slicks everywhere. If Coiin's bike 
runs into one then he is going to 
spend a lot of time spinning and 
generally falling about. The 
answer, of course, is a better set 
of tyres. Out of the 1 50 houses in 
the town only 50 contain any- 
thing of value. When you think 
you have found a useful house 
you can enter it and, from the 
from the birds eye view on the 
screen, examine its contents. 
Your progress is frustrated by 
people not being in when you 
visit, or if they am in they may 
tempt you with a cup of tea. If 
you stay you are wasting valu- 
able time. 

Out on the streets, life is 
fraught with dangers, the worst 
being the other traffic. When 
you collide with another vehicle 
this will lessen the amount of 
time left for sleep and if you 
crash too often, Colin will wake 
up and that will be that. 

Apart from the crash damage 
you must keep an eye on your 
fuel. The amount you have is 
shown on screen, and you can 
top up your tank from the 
garages in the town. Scattered 
about the streets there are 
packets of Skips for you to pick 
up, each one gains you a point. A 



record of the score and high 
score is kept and presented 
above the amount of sleep time 
remaining. 



CRITICISM 



• 'Action Biker has Inter-game 
pauses that are far too long. The 
game itself is pretty decent and 
scores well for value for money. 
While it was playable I can't say 
that I found it addictive, I was 
also disappointed with both the 
sound and the degree of control 
one had over the bike. It was 
really very difficult to change 
directions at junctions, for 
instance.' 

• 'Action Biker seems to follow- 
ing along with the trend for 
arcadei adventure games, i am 
not over keen on the presenta- 
tion of the screen, a tot of space 
has been wasted. The sound 
was annoying after only a short 
time. Has the potential for being 
a good game but does not quite 
make the grade. ' 




to change gear 

Joystick: Kempston, Sinclair 

Fuller, Cursor 

Keyboard ptay: responsive 

Use of colour: good 

Graphics: below average 

Sound: very limited 

Skill levels: one 

Lives: one 

Screens: scrolling 



General rating: disappointing 

Use of computer 40% 

Graphics 53% 

Payability 57% 

Getting started 41% 

Addictive qualities 51% 

Value for money 64% 

Overall 52% 




• I don't like this game at all. I 
find it very hard to play and un 
rewarding to boot, the graphics 
are poor by Mastertronic stand- 
ards: there's a lot of flicker, no 
smooth movement and charac- 
ters seem quite able to vanish 
for a while. The other vehicles 
made the game very frustrating. 
Before you even get a chance to 
move from home you are 
attacked and lose sleep points. I 
found it very hard to find and 
enter a house, mostly because 
the instructions that came with 
the game are so vague.' 



COMMENTS 



Control keys: N/M left/ right, A/ 
Z accelerate/decelerate, SPACE 



HOW THE RATINGS WORK 



IMPORTANT CHANGE! ! I 

After more than a year of 
maintaining ■ the CRASH 
rating system, w? have n*ade 
one important alteration. The 
OVERALL rating is no longer 
calculated as a strict average 
of the previous 6 ratings. 
Now each reviewer is indep- 
endently allowed to judge 
the Overall worth of a game 
as a separate rating. We 
hope this will help overcome 
some of the inconsistencies 
which readers have noted in 
the past. 



OVERALL PERCENTAGE is 
now a separate and distinct 
rating. ALL ratings are an 
average of three reviewers' 
opinions. 

Under 30% — a waste of time 
31-40% — generally poor but 
may appeal to some 
41-60% — below average to 

average 

51-55% — reasonable average if 

game type enjoyed 

56-60 % — above averftgeto good 

61-70% — good on most cqi 

generally recommended 

71-80% — very good, recdnv 

nded 
81-89% - excellent 
Above 90% - & CRASH Smash, 
words I : 



CRASH August 1985 17 




NEWS 






ZXMICROFAIR — A 
HALL FULL OF 
THINGS? 



What s smashing day out we had at the ZX Mtcrofair the other 
weekend. Apart from having to wait nearly half an hour for break- 
fast at a Little Chef on the way, everything went smoothfy. Arriving 
in the Horticultural Hall, we set up our stand — and began selling 
copies of the Jury issue of CRASH. 

After a couple of hours, the 600-odd copies we could spare had all 
gone and we had time to wander round and take a few photo- 
graphs. Jeremy Kirsch and Barrio Gordon, pictured here, were just 
two readers we had to disappoint, having sold out. 

The fair was quite fun, all in all, but there were few new or 
innovative products on show. Lota of cut price games on offer, 
however , . . and there was plenty to spend your money on, as 
Matthew Ablewhite and Chris Benrngton explained to Jeremy 
Spencet, our Software Editor. 



ENSURE YOUR REGULAR 
COPY OF CRASH 



When a magazine is rising in circulation as rapidly as 
CRASH is doing it tends to sell out immediately and you 
may experience difficulty in obtaining your copy every 
month. So the best thing to do is place a regular order with 
your local newsagent, which you can do by handing him 
this form. 

Please place me a regular monthly order for 
CRASH Magazine. 



Name . . 
Address 



To the Newsagent: 

CRASH Magazine is published in the middle of every 
month by Newsfietd Ltd, 7-2 King Street, Ludlow, 
Shropshire SY8 1AQ. Tel: 05845851, and distributed to the 
newstrade by COMAG (08954 44055), Please check with 
the publishers if you have any difficulties in obtaining 
supply. 



18 CRASH August 1985 










NPUT 








GO FISHING WITH 
ALLIGATA 



Next month we'll be running a competition and a half, with Ailigata 
I who are offering a Week's Adventure Hol iday and a full set of fishing 
tackle to the winner of their Jack Chariton's Match Fishing compet- 
ition. 

As a sneak preview, we can say that the competition will require 
you to identify a whole of range of little swim my fish from their 
portraits. So nip down to the library and get hold of a copy of 'Five 
Hundred Famous Fish' or a similar spotters guide and start boning 






HOLIDAY TIME 

This issue Lloyd Mangram took his annual holiday immediately after 
completing the Forum pages, which accounts for the lack of Merely 
Mangram this issue. One game which deserves a quick mention here 
— Fai flight from The Edge. Ad we've seen is a couple of screen 
dumps from a very early version of the game, taut from what we've 
been told by Tim Langdell, the man behind the company, it promises 
to be quite a stunning game, 

F&rriightwiU have all the logic of a certain well-known role playing 
game, and features amazing 3D routines, part of a programming 
technique the chaps down at The Edge have dubbed The World- 
maker'. Much more of that, and the other new release from The 
Edge, That's 7 he Spirit next issue. 

Lots and tots of other goodies are also sitting on Lloyd's desk . . . 
but there's simply not time to tell you about them this month. Sorry 
folks, you'lf just have to wait for a suntenned Lloyd to return from his 
hols and catch up with him next issue. 

As we write this the men from Argus Press Software have arrived 
to show us a host of new games, including Rupert and The Toy- 
maker's Party, the first of four games, which are part of the cele- 
brations being held to mark Rupert's birthday (we daren't tell you 
how old he is this year!) , , , must dash, it's time to go to Nutwood, 
'Yabadabbadooi', commented Peter Holme, alluding to another 
character who will soon be appearing in APS games 



NEW 
DEVELO- 
PMENTS 
AT THE 
MIRROR 



Following the interview with 
Jim Mackonochie which formed 
the basis of John Minson's 
profile on Mirrorsoft in this 
issue, news broke of Robert 
Maxwell's financial rescue bid 
for Sinclair. As our deadline 
looms, details remain uncertain 
as to how this will effect Mirror- 
soft, but bearing in mind the 
philosophy of Mirror Group 
Newspapers to take a positive 
investment in the future of new 
technology as outlined in the 
interview . . . prospects are 
intriguing. At this stage, how- 
ever, nobody is witling to say 
too much. Well keep you infor- 
med of further developments. 
Meanwhile, the past couple of 
months have seen two new 
junior educational packages 
from the company, plus a highly 



successful adventure into the 
world of arcade action with the 
CRASH smashed Dynamite Dan, 
Jim Mackonochie promises a 
new program in the Home Dis 
covery series (to be launched at 
the PCW show later this year) 
which will continue Mirrorsoft's 
commitment to quality, which- 
ever area they are involved in. 



ROS- 
ETTA 
TURNS 
TURTLE 



Our very own Educational Soft- 
ware Reviewer, Rosetta McLeod 
of CRASH Course fame, is about 
to_ launch into the world of educ- 
ational software in her own 
right. Mews reaches us from 
Turtle Software that Rosetta is 
currently working on a program 
for them which is based on the 
oil industry is centred' on her 
home town of Aberdeen. No 
doubt it'll be a goody . . . but 
should we let her review it? 







CHARTING 

THE 

INDUSTRY 



The big cheeses upstairs in 
Newsfields financial division 
suggest we should run a new 
chart in forthcoming issues of 
CRASH — a totally innovative 
ranking of software houses, not 
by games but by debts. This 
chart could be the one that takes 
the temperature of the software 
industry, month by month, let- 
ting you see which of the soft- 
ware companies are not being 
good snakes, and haven't been 
coughing up for the advertise- 
ments they ve placed in our hal- 
lowed pages to encourage you 
to buy their games. Could be 
interesting. . . , 

But our financial wizards do 
have a point to make. In the last 
few months several companies 
have gone bust or disappeared 
owing us money, having delay- 



ed payment for ages. Fantasy 
Software for instance, with 
£4,1 90, Bug Byte with CI ,220 
and Micromania with £3,475 

Some advertising agen< :: 
are being a bit naughty too, 
collecting money for advertise- 
ments from their clients and not 
passing it on to us for ages and 
ages. 

So the idea of having a chart of 
the top ten companies who owe 
us money came to mind, 
naming names and stating 
sums. Could make interesting 
reading throughout the industry 
— ■ and who knows, dear readers, 
you might not want to support 
the companies that don't want 
to p lay f ai r wi th CRASH . 

We re compiling the chart in 
time for next issue. Look out for 
it- it could cause a stirl 



CRASH August 1985 19 



Breathe new life into the user port 

WITH THE 64K 





GRAEME KIDD and JEREMY SPENCER pay a 
visit to the land of High Technology and very 
short stay car parks, Bracknell, home of 
Mikro-Gen 



MIKRO— GEN are not well 
known for their hardware add- 
ons. In fact their last dabble into 
that market was with the very 
first ZX81 joystick (2X81; an 
ear/y IK sub-£10Q machine with 
built in BASfC and membrane 
keyboard — Galactic Encyclo 
paedia. Early Earth Computers). 
Their latest project. The Mikro— 
Plus promises to make a much 
greater impact on the Spectrum 
world. 

How often have you heard 
that computer games could be 
infinitely better if only there was 
more memory in which to put 
the things. Way back in the good 
old days, Imagine promised us a 
'mega game' that would only be 
possible through an extra box of 
bits stuck onto the back of a 
Spectrum. We held our breaths; 
and nearly asphixiated. But, if 
any of you are still without 
breath you can relax. Mikro-Gen 
have taken over where Imagine 
failed to tread. At this year's 
PCW Show they are launching 
an add-on and two games that 
they hope will set new standards 
for Spectrum software. 

As we all know, the Spectrum 
uses the Z80 processor which is 
capable of addressing 64K bytes 
of memory. Of that 64K only 
about 42K odd is available for 
use by softwa re r the rest is either 
screen working space or taken 
up by the 16K monitor program. 
The monitor program is respon- 
sible for storing the machine 
code routines that perform all of 
the operations we take for 
granted. For example if you 
want your Spectrum to print a 
flashing character to the screen 
it will have to look up the mach- 
ine code operations that it needs 
to do this — and the instructions 
are held in the form of routines 
inside the ROM. If you can re- 
place the Sinclair ROM chip with 
one of your own, with your own 
routines built into it, you could 
after the entire machine. There 
are disc systems which, while 
they don't physically remove the 
Spectrum chips, are able to 

20 CRASH August 1985 



mask or shadow them. With the 
shadow ROMs in place the disc 
can download the routines of its 
own; the Spectrum can be 
changed into a dedicated word 
processor, or communications 
terminal. 

The ability to shadow the 
mon itor ROM is not i n itself new, 
it's an old trick and the BBC and 
Amstrad machines have such 
facilities built in. Mikro-Gen 
have put together a piece of 
hardware which replaces the 
Spectrum Instructions with code 
for a game: the rest of the game 
is loaded in from the cassette. 
But, the real breakthrough is the 
price — £14.% will get you a 
complete hardware and soft 



ware package. 

The hardware itself looks 
rather like a joystick interface 
and conveniently enough it has 
one of those built in. With this 
unit plugged into the Spectrum 
the programmer can put togeth- 
er a program 50% larger than is 
usual, Mike Meek of Mikro-Gen 
claims. Because routines des- 
igned specifically for that partic- 
ular game can be put into the 
chip the memory of the whole 
machine can be used more effic- 
iently. The built in joystick port is 
a good example: memory does 
not have to be wasted catering 
for a number of different joystick 
protocols. Some areas of the 
Spectrum's memory are shared 



by other functions, so using 
those 'slow' areas causes delays 
in accessing the routines. Up till 
now programmers have had 
little choice, they had to use 
what memory was available. 
Now the fastest areas of mem- 
ory can hold the code that does 
the hard and fast work. Filled in 
vector graphics can become a 
reality. 

Because of the extra space 
available and because specific 
routines can be tailored for each 
game, Mikro-Gen are able to add 
extra features. Two such feat- 
ures are pla n ned to appea r i n the 
first two releases. The first 
allows users to make a micro- 
drive copy by giving a single 




The tmart of the Mikro Plus 




i 



command, the routine will do 
the rest. Mikro-Gen's Mike Meek 
feels strongly about the prob- 
lems caused by poor cassette 
recorders and so wants an 
Azimuth alignment routine built 
into the Plus. More and exciting 
extras are being considered for 
the future. 

Initially the system will, be 
launched with two games. Battle 
of the Planets and Shadow of the 
Unicom. Each one comes com- 
plete with cassette and the add- 
on, the add-on being specific to 
the individual game. Battle of 
the Planets is a massive, superb- 
ly animated arcade shoot-'em- 
up split into three linked, but 
separate games, 'I would feed 
happy selling each part of the 
game separately,' Mike told us, 
so all three together we see as a 
real blockbuster'. 

The second game, Shadow of 
the Unicorn is a role playing 
adventure featuring ten individ- 
ual characters where Everyone's 
a Wal/y had only five. The game 
s so involved that a book is pro- 
vided to set the scene for the 
game. 

The future possibilities for this 
system are fantastic. If volurrte 
sales take off as expected then 
the games will soon cost even 
less than the £14,95 you'll have 
to fork out at the start. Some 
software houses are tentatively 
talking about licencing deals. 
Asked what Uncle Clive thought 
about the system Mihe replied, 
'Well I can tell you that there is a 
definite tie-up between our- 
selves and Sinclair Research. I 
do know what Sinclair's plans 
are but we have signed a non- 
disclosure agreement and in 
tend to abide by it/ 

We tied Mike to the chair and 
threatened to nail his hands to 
the table. Tell us this Mike, are 
these plans going to help Sin- 
clair', {ready the nails). 'No . . . 
{hammer raised} yes — no ques- 
tion about it', 

Sinclair aside, Mikro-Gen's 
hardware could represent one of 
the most exciting developments 



The add-on thatmtik&s 
it all possible — 
THE MiKRO PLUS 



the Spectrum has seen for a long 
time. When you look at the deal, 
a superb game, a buirtin joystick 
interface, a microdrive routine 
and an Azimuth alignment rout- 
ine all for £14,95 I think you will 
agree that Mike's pet term 
'megagame' sits on Mikro- 



Gen's shoulders more easily 
than it ever did on Imagine's. 
And it couldn't have come from 
a nicer bunch of Wally .... 

JS 




A group of Wtaiiy programmers 



FRANK 

BRUNO'S 

BOXING 



Producer: Elfte 

Memory required: 48K 
Retail price: £S.95 
Language: machine code 
Author: Andy Williams 
and Trevor Perks 

It's almost as if the Elite team 
have been in hiding since their 
last effort 911 TS but they have 
in fact been very busy, putting 
together their contribution to 
the current fad for boxing 
games: Frank Bruno 's Boxing, 

Like in Rocky, your view of the 
action is given from behind your 
character. The characters are 
smaller, but they are able to 
move around the ring to a 
degree. Unfortunately you can- 
not control theirfootwork; this is 
a shame because this means 
th at not one of the box i n g simu I - 
ations leaves any room for what 
has to be the smartest tactic — 
legging it. 

The program allows for a wide 
variety of movements. Not only 
are left and right head punches 
allowed, but body punches too r 
and if you opponent is tottering 
on the brink you can deliver a 
right upper-cut or even a right 
hook just to finish him off. You 
can make you boxer dodge left 
or right, and should you suspect 
a biggy coming your way you 
can duck. If you don't fancy 
exposing yourself to violence by 
dodging, you are able to put up a 
guard although you will have to 
drop it to deliver the body 
punches or the upper cut. As the 
two combatants slug it out, they 
give the appearance of moving 
round the ring, but this move- 
ment is all controlled by the 
computer. 

The type of blow you can del- 
iver rather depends on the state 
of your opponent's health. At 
the top of the screen there are 
two pictures, Bruno on the right 
and the current contender on the 
left. Between the two mug shots 
a clock, two status bars and a 
knock-out meter are displayed. 
The status bars increase or 
decrease depending on the per- 
formance of the appropriate 
boxer: if a boxer catches a lot of 
punches then his status will 
decrease until he topples. If his 
status is low but he manages to 
turn the tide for a while and give 
the other guy some gyp, then as 
his opponent's bar diminishes 
his own will increase, 

If a boxer takes a count 
because his status bar has 
reached zero, he will get up to 
find that his status bar has only 
partially recovered, thus reflect- 
ing his weaker condition. The 
knockout meter registers the 

22 CRASH August 1985 



number of successive blows 
dealt. If you rain down a hail of 
blows on your opponent, the 
arrows on his knock-out meter 
will build up with each punch 
until they reach the letters 'KO'. 
When they flash you can admin- 
ister your final blows, the hook 
or upper cut. Should your oppo- 
nent break your volley with just 
one return blow, then the arrows 
will rapidly diminish. 

Thus there are two ways you 
can knock down your opponent: 
wear him down by reducing his 
status bar before he reduces 
yours; or administer a volley of 
punches culminating with a 
hook or cut as the knock-out 
blow. If you achieve three knock- 
outs in underthree minutes then 
you win that round, otherwise 
your opponent wins on points 
and you can only ask for a re- 
match. 

After winning your first fight 
you are given a code which will 
allow you to load, from tape, the 
next opponent. The fighting 
styles of the eight boxers are all 
different, and each one is harder 
to beat than his predecessor. 
The game keeps a record of the 
best knock-out times against 
each of the boxers and also a 
highscore table for the points 
scored. If you want to defer a 
bout to a I ater date, like after Sta r 
Trek, then keep a note of the 
code number. They aren't so 
easy to come by] 



CRITICISM 



• 'The main question we were 
asked at the ZX fVticrafair must 
have been "which do you prefer, 
Rocky or Frank Brvno?" Well 
now it's time to stop beating 
about the bush. I prefer, as box- 
ing simulations go, this one, I 
agree that the graphics in Rocky 
are a good deal better and clear- 
er but the movement is so limit- 
ed and repetitive as compared 
with Bruno. This shortcoming is 
made worse because Rocky has 
four different levels of skill but 
only the one character. For my 
part, J would rather leave boxing 
simulations alone, but I think it 
must be plain that Elite, for once, 
offers much more.' 

• 'Frank's boxing game is the 

type of game that gradually 
grows on you. At first using a 
lair few keys, things were diffi- 
cult Using the joystick alone, 
the game was unplayable. 
Eventually, using a combination 
of both joystick and keys, t 
began to make progress. The 
graphics are messy at times 
when the boxers cross, but they 
are generally 0K> I found this 
game addictive. ' 

• 'In my opinion this is the best 
of the boxing games that 1 have 
seen this month. Even though its 
graphics are slightly confusing I 
prefer them to Rocky' s as there 
is more expression in the faces 
of the boxers. There are eight 
different characters m the game,. 
each with their own personality. 




The first is a bully type who 
sticks his tongue out at you if 
you hit him while his guard is up. 
You can really get into playing 
this game as it seems very real- 
istic in the way the boxers move 
and act. Generally this game is 
very good, although I can see 
myself getting bored with it as 
there are only eight characters 
to fight.' 



COMMENTS 



Control keys: 1/A guard 

up/down, I/O jab left /right, I/O 

with 1 body punch left/right, U7 

P dodge left/right, Qto duck, any 

on bottom row for knock-out 

Joystick: Kempston and 

Interface 2 

Keyboard play: easier than 

using a Joystick 

Use of colour: very little used 

Graphics: lack clarity but have a 

lot of movement 

Sound: pretty limited 

Skill levels: eight 

Lives: three per bout 

Screens: N/A 

General rating: much more 

scope than the others. There, 

nowwe'vesaidit! 



Use of computer 74% 

Graphics 83% 

Payability 82% 

Getting started 82% 

Addictive qualities 79% 

Value for money 87% 

Overall 86% 





mi ifw dorfPhave Po geP your feeP wePL 

r l believe Match Fishing brings a whole new meaning to computer 
entertainment joining up to 8 players in an atmosphere of friendly rivalry 
and competition. Combining the power of the computer, its memory 
and speed of action with the skill and excitement of Britain's most 
popular outdoor participation sport, Match Fishing is the first of its 
kind in allowing all players to participate at one and the same time. 
Computer enthusiasts, games players and fishing addicts alike, I'm 
sure you will enjoy the excitement 
as much as I do.' 




Alligata Software Ltd 1 Orange Street, Sheffield S1 4DW Tel: (0742) 7S5796 




S-P*Y V*S 



SPYvs 
SPY 

Producer: Beyond 

Memory required: 48K 
Retail price: £9.95 
Language: machine code 
Author: Tag and the Kid 

At long last the Speccy version 
of this much loved CBM game 
has mysteriously materialised 
on my desk. Spy v Spy is a game 
based around the antics of that 
crazy duo from the esteemed 
pages of MAO magazine. The 
two spies, one black and one 
white, constantly battle for 
supremacy in the cut-throat 
world of espionage and general 
skulduggery. The game intro- 
duces two new concepts: Simuf- 
pfay , which is a facility that 
allows two players to play the 
game together, each of them 
controlling one of tire two spies; 
and Simufvision which Is a little 
more novel, rf the two spies are 
in separate rooms then the two 
rooms are shown on the screen, 
one above the other. However, if 
the spies are both in the same 
room, then only one room is dis- 
played. Without this facility you 
would never know what the 
opposition was up to, and that 
could be very unhealthy! 

The basic theme of the game 
is very simple. If you play 
against the computer, you play 
the white spy. You and the guy 
in the black mac are located in a 
building near an airfield, and the 
object of the game is to get out 
of the building and reach the 
plane waiting on the runway. 
You won't he able to leave the 
building until you find the cor- 
rect door and you can't go 
through the door unless you are 
carrying four objects — if you try 
the security guards will get very 
nasty. Since you can only carry 
one object at a time you need to 
find a briefcase, which is also 
hidden. 

Searching a room simply in- 
volves looking behind each of 
the fixtures and fittings; if an 
object is behind something then 
it wi 1 1 be added to y ou r i n ve nto ry 
when you look there. Finding the 
articles is one thing, keeping 
them is something very differ- 
ent Your enemy also wants to 
escape and is equally desperate 
to acquire the means to do so, 
and the hunt is complicated by 
the fact that the spies can set 
traps for one another. 

If the two spies are in the same 
room then you are unable to 

24 CRASH August 1985 




search or use traps, in which 
case you can either indulge in 
hand to hand combat with your 
opponent or leave. The advant- 
age of the former course of act- 
ion is that if you win you will be 
able to recover the other guys 
inventory, but of course you 
might lose. . . . This is where the 
game has a fairly strong strat- 
egic element. If, for example, 
you had failed to find any of the 
objects you could wait while the 
other chap does ail of the graft 
and then ambush him — it could 
pay off. 

To master the game you wilt 
have to learn how best to deal 
with your enemy. A tittle device 
called the Trapulator' is display- 
ed on the side of each screen, 
which bears six little pictures, 
the first five of which are booby 
traps. Via the trapu later, you can 
use a bomb, a large spring, a 
bucket of water, a gun and string 
or a plain old time bomb with a 
15 second fuse. The sixth 'icon' 
is a map which helps you find 
the objects you are searching for 
and must find in order to escape. 

The traps must be set accord- 
ing to their type* The gun and 
string, for example, can only be 
tied to a door, while the spring or 
bomb can be left under any 
piece of furniture. All of the 
traps, except the time bomb, 
have remedies. A fire bucket will 
douse the fuse of a bomb while a 
pair of scissors wilt get you past 
the gun and string. The remed- 
ies are located about the build- 
ing but they can also be moved 
around by picking them up and 
and dropping them in a different 
location, A good trap layer will 
make sure the appropriate 
remedy is not to hand when a 
trap is set. One important point 



to remember as you dash about 
setting traps: remember where 
you put them t 

If you are playing against the 
computer, you can reset its 
'intelligence' at the start of each 
game. A rating of five for the 
computer means the black spy is 
going to be pretty smart and 
probably set a lot of traps — on 
IQ one you are dealing with a 
dumb thug. And the environ- 
ment in which the game is play- 
ed can also be changed at the 
start of each game. The size of 
the building can be pre-set, with 
the smallest having only six 
rooms while the largest has 
thirty six rooms and a lot of hid- 
den passageways to boot. 
Points are scored for giving the 
other spy a hard time eg. killing 
him. How many points rather 
depends on how you did it. 
Points are deducted for using 
the map as well as for being a 
victim. If you do get killed, 
though, you are going to lose a 
great deal more than s few 
points. First, unless the other 
spy is a real gorilla, you will lose 
the articles you have gathered 
and secondly you will lose time 
— that's very precious because 
the plane only waits for so long. 
You can still lose the game, even 
as you make for the exit, if the 
plane leaves without you. 



CRITICISM 



• 'I can't remember when I've 
had so much fun playing a 
game. I think the immediate 
appeal of Spy vs Spy is that it is 
pretty easy to understand. Once 
you have learnt how to move, 
search and lay traps and you are 
off. There are so many degrees 



of difficulty that the novice is in 
with a very good chance of win- 
ning, but without a hope unless 
he is welt practised. The scope 
for wierd and nasty tactics is 
immense. Let there be no doubt 
that bloke in the dark mac 
brings out the worst in me . . . 
it's as much as I can manage to 
keep life in perspective when 
playing against another person. 



9' To be honest Spy v Spy was 
one of my favourite games on 
the CBM (well, no one's perfect) 
and I wondered what the 
conversion would be like know- 
ing the Speccys attribute prob- 
lems. But then again it was 
being converted by Tag and the 
Kid. the main display has been 
produced in biack and white, 
thus avoiding any problems but 
this does not detract from the 
overall feel of the game. The 
unique split screen system 
means that the game is instantly 
playable and addictive because 
there is terrific scope for games 
either against the computer or a 
friend. Spy v Spy is an excellent 
game which offers a pleasant 
change from all of those arcade 
adventures and shoot 'em ups. ' 

• 'At first I found myself utterly 
confused by what appeared to 
be two separate events taking 
place on the one screen. It's very 
important to keep an eye on the 
other spy but it's also very diffic- 
ult- The idea of setting an IQ 
level for the enemy is great since 
this allows you to play against a 
pretty thick opponent and work 
your way up to something a bit 
smarter than your average KGB 
goon. At first i thought the best 
tactic was simply to dash around 



I 







the building setting traps and 
then picking up the pieces but as 
the building gets larger I tended 
to run into my own traps so I had 
rethink my policy a little, A very 
absorbing and highly addictive 
game/ 



COMMENTS 



Control keys: player 1 — 
definable; player 2 — N/M left/ 
right, Q/S up/down, 1 to fire 
Joystick: notKempston 



Keyboard play: responsive, a 

little complicated with two 

players 

Use of colour: colour would 

have meant less detail in the 

main displays 

Graphics: very good, very close 



to the original 

Sound: aiding bleeps end 

bashing noise for hand to hand 

combat 

Skill levels: 5 JQ ratings, times 

eight buildings gives forty levels 

ofplay 

Lives: infinite within given time 

Screens: depends on level 

General rating: an exciting and 

demanding game, should last 

for yonks 

Use of computer: 96% 

Graphics: 92% 

Playabitity: 93% 

Getting started: 89% 

Addictive qualities: 93% 

Va lue for money : 87 % 

Overall: 93% 




H-Y*P*E«R S*P*0*R«T* 



HYPER 
SPORTS 

Producer; Imagine 
Memory required: 48K 
Retail price: £7.95 
Language: machine code 

Imagine continue their come- 
back with what could be eslied 
the real follow-up to Dafey 
Thompson's Decathlon. Hyper 



Sports is the official Spectrum 
version of Konami's arcade 
game which followed in the 
footsteps of the highly original 
Hyper Olympics (or track and 
Field as the Taftei/Konamt vers- 
ion was called). 

To Track and Field fanatics 
this scenario will seem very sim- 
ilar, but don't worry 1 Hyper 
Sports isn't just a test of brute 
strength like its predecessor, but 
involves timing and skill too. 
Each event has a qualifying 
time, distance or target, and to 
go onto the next event you have 
to Qualify in the preceding one 
— failure to do so resutts m the 
termination of your game. There 
are six of the original events; 
swimming, skeet shooting, 
horse vaulting, archery, triple 
jump and weight lifting. 

When you start a game you 
are given the familiar letter'stsr' 
and you use this to enter your 
initials. Once youVe rdentrfied 
yourself, you move onto the 
events, which commence with 
swimming. Smash the keyboard 
(or your joystick) to bits to get 
andf when given the 



prompt, press the jump button 
to Jet your man breathe. If you 
don't he'll slow down, and if you 
press breathe at the wrong time 
your man will cough and splut- 
ter and REALLY slow down. 

The swimming is reasonably 
simple and so is the next event, 
the skeet (or clay pigeon) shoot- 
ing. Your man stands at the bot- 
tom of the screen with a shotgun 
while two boxes move up and 
down the screen, acting as 
sights. Shoot as many of the 
skeets that fly over by pressing 
either the left or right key as one 
passes through the correspond- 
ing sight. If you time your shot 
correctly then you hit the skeet 
You have three separate 
attempts to Qualify, and when 
you're successful your man 
turns, winks and gives you a big 
grin! 

Next, into the gym and onto 
(or over) the wooden horse. 
Your man automatically runs up 
to the horse but you must time 
his jump onto the springboard 
correctly, using the jump button, 
for him to vault. Too soon and 
you won't get much of a jump; 






too late and he will trip up. Time 
the jump correctly and he will be 
launchedthrough the air, to land 
hands first on the horse. When 
his body is horizontal press fire 
again and hit the speed burtons 
as fast as you can to make him 
somersault. Time the somer- 
sault so he lands on his feet 
otherwise he'll cartwheel along 
the floor or bounce on his head, 
both of which lose points. 

After this comes the archery 
— one of the most difficult of the 
events. Pressing fire determines 
wind speed and then a target is 
winched down the screen which 
you have to hit. To do this allow 
for wind speed and let go of the 
arrow by pressing the jump 
button. Make sure your angle is 
as near to five degrees as poss- 
ible and if you have timed right 
you will get a bollseye (worth 
400 points). 

Onto the triple jump now and 
it's all hands on the speed 
buttons. Zoom up to the line and 
press the jump button, trying to 
get as near to 45 degrees as 
possible. Repeat twice for the 
step and the jump and then wait 

CRASH August 1985 25 



H.Y*P*E«R S*P-0»R»T«S 



for the measuring. After three 
jumps you can progress to the 
final and the most strenuous 
round, the weight lifting. 

This is a pound -you r- 
Speetru m-keyboard-th roug h- 
the-floor screen. First select the 
weight you want to tackle then 
it's off on a merry pound that'll 
bring tears to your eyes and 
quite possibly a nasty mess 
oozing from your Spectrum. 
Once you start the weightlifting 



you have to pound away until 
your man lifts the weight to his 
chest. When he has done this 
press jump to snatch' the 
weights and pummel away at 
the keyboard to keep them 
above his head. Once that is 
over you can go to hospital to 
get" an organ transplant and 
come back to start the series of 
events again, onfy this time it's a 
tot harder with alt the qualifying 
times upped. 



CRITICISM 



• 'A superb arcade clone with 
Imagine getting as close to the 
original as possible within the 
limits of the Spectrum. All the 
events represented here are 
very dose to the original, as fans 
of the game will find out when 
they try out their arcade tactics. 
The graphics are excellent with 
few attribute problems and the 




colours are well used with nice 
use of normal and bright. The 
man is excellently animated as 
he swims, jumps, and shoots his 
way through the events. Sound 
is excellent too, with all the fam- 
iliar noises of the arcade game 
whiGh are superbly reproduced. 
The game itself is very addictive 
and as strength draining as 
Daley's, but this time your 
reflexes and timing are tested 
too, giving welcome breaks 
between bouts of keyboard 
destruction. A brilliant follow-up 
to World Series Baseball and 
one which shows that Imagine 
are well on their way back to the 
top. 

• 'It's nice to see the name 
Imagine associated with good 
games again. Hyper Olympic the 
arcade hit, has now been Spec- 
trumised. This version follows 
the original really closely, even 
down to the bird which flies 
across the screen when you get 
a maximum on the sheet shoot- 
ing. Also like the real thing, the 
game is no piece of cake either. 
It's really frustrating having to 
go back to the start if the odd 
arrow is a couple of points of a 
degree out Never mind, great 
game, just like the original. 

• ' Being a lover of sports simul- 
ations, 1 was very pleased to 
hear that this great game was to 
be converted to the Spectrum, 
but I had doubts about what the 
quality would be like. I'm 
pleased to announce that this 
conversion is excellent. The 
graphics, of course, aren't as 
good as those seen in the arcade 
game, but with that said they are 
still pretty good. Hyper Sports is 
instantly playable due to its 
simple game style and it is quite 
addictive, as was DTD. There 
might not be as many events, 
but it is definitely a more slick 
and polished program. If you 
want a true-to-the-arcade-game 
copy, then this is the one to get. 
Another winner from Imagine! 



COMMENTS 



Control keys: definable 

Joystick: any 

Keyboard play: very responsive 

Use of colour: brilliant, with nice 

landscapes. 

Graphics; smooth, detailed, well 

animated with nice scrolling. 

Sound: excellent applause, 

tunes and effects. 

Skill levels; as you progress 

qualifying targets get smaller. 

Lives: 1 

Screens: 6 events. 

General rating: excellent arcade 

conversion, one of the best yet. 



Use of Computer 

Graphics 

Pfayability 93% 

Getting Started 37% 

Addictive Qualities 96% 

Value for Money 86% 

Overall 92% 



26 CRASH August 1985 







FREEPOST. Bath BA2 4TD. Tel: 0225 316924 



New Generation products are 
sold according to their terms 
of trade and conditions of sale. 




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28 CRASH August 1985 



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Gremlin! 



CRASH August 1985 29 






FROM 
CAVEMEN 

ROCKY 
HORRORS 



Writing about the longer established software 
houses always brings our own short history 
to mind. I can very clearly remember sitting 
down with a list of games drawn up by Franco 
Frey to decide which we should order for the 
first CRASH MICRO GAMES ACTION mail 
order catalogue. One of the games quite high 
on the list was 3D DESERT PATROL by 
Computer Rentals Limited. The company has 
become better known simply as CRL. 



CRL's list of software releases is 
impressive, their chart suc- 
cesses less so, but as a producer 
of games they have strenuously 
avoided a 'house style' and kept 
a low profile, which means that 
it's easy to forget the quantity of 
releases and the ones that were 
very good. Just look at the mix- 
ture; there was the 3D Omega 
Run, the terrible pair of releases 
Caveman and Lunar Lander, the 
attractive under water Gtug 
Gtug, the TV tie-ins Terra hawks 
and Magic Roundabout, the 
musical tie-tn War of the Worlds, 
the driving tie-in Highway Code 
as well as some of their most 
successful early programs, the 
sports simulations like Test 
Match, Derby Day and my 
favourite among the golf prog- 
rams, Handicap Gotf. CRL was 
also the first out with an Olym- 
pics tie-in last year, modestly 
named Olympics, It wasn't one 
of the best by any means, some- 
thing tacitly admitted by Clem- 



ent Chambers when he says 
with some surprise that people 
still ring in asking for help on it! 
CRL was founded by Clement 
Chambers, a yourrg man who 
received a fair bit of media atten- 
tion in the early days of the 
computer boom for being a 
teenage whizzkid. Perhaps the 
unusual photographs helped — 
'I usually have me finger stuck 
up me nose when I'm photo- 
graphed,' he said, but his easy- 
stream -of conscious style of 
talking made good copy — it still 
does! He's no longer a teenager, 
but at 21 must count among the 
youngest in the ranks of busin- 
ess moguls who run Public 
Limited Companies. He is the 
first to tell you that CRL was able 
to go public because in the early 
eighties it was a simple matter to 
make a lot of money from selling 
computer games. Those days 
are over, and any software 
house now has to watch the 
pence per unit margins with 







extreme care. 

The Chambers public image is 
one of attractive, slightly remote 
superiority, but it breaks down 
quickly enough in the office, 
especially when he tells you 
with some pride that for two 
years running he has won the 
Quick Byte Award for 'The 
Person Most Renowned in 
Computer Knowledge'. The byte 
in the tail being that these 
awards mean the opposite of 
what they say! Tongue firmly 
fixed in cheek, be describes him- 
self officially as Managing Direc- 
tor and assistant programmer, 
which is to say he tests the joy- 
sticks each morning. 

Recently, CRL has joined 
forces with another of the older 
software houses — Silversoft, 
It's a purposefully mysterious 
alliance, end when I asked about 
it Clement, who was sitting 
cross-legged on the office floor, 
sat upright, hummed for a 
moment and then in a 'press 
release' voice announced, 'You 
can describe us as Affiliated 
Companies and we wish we 
were half owned by US Gold 

CRL House sounds impressive 
enough. Actually it is rather like 
a house, set apart from the other 
business premises in the East 
London industrial complex 
between Hackney, Bow and 
Stratford. Kings Yard is a quiet 
enclave in th»s vast area, sur- 
rounded by high walls and pro- 
tected on one side by a canal. 
The two-storey CRL building 
houses the administrative 
offices of the company as well as 
the software development 3nd 
programming areas. 

On the morning of the day I 
arrived, Clement was fast asleep 
on the sofa in his office. There 
had been a burglary somewhere 
which had done something to 
the alarm system, so he had 
slept in the office as they had 
just taken delivery of a vast 
quantity of Rocky Horror Shows 
which were going on to Ger- 
many that day. Still rubbing 
sleep from his eyes, Clement led 
me upstairs to lar» Ellery's office. 
Ian is CRL's Software Develop- 
ment Manager, 'The man who 
released CavemanV Clement 
whispered in my ear as we went 
through the door. 



Unlike his boss, 23 year-old 
tan Ellery looked very awake, 
and confessed to m© that he 
hadn't had any desire to sleep 
until Rocky Horror Show was 
safely released and on its way. 
As we sat down the phone rang 
with a call from someone who 
had just completed Rocky 
Horror and wanted to say how 
good it was. Ian asked me to take 
the phone and speak to him. 'It's 
brilliant! ' said the young voice at 
the other end, 'ft should be a 
CRASH SMASH!' The caller was 
13 year old Stephen Day. 

'It's nice to get calls like that,' 
Ian told me. 'I get really nervous 
before a game comes out, and 
then — phew, it finally gets into 
the shops.' 

Clement coughed and unkind- 
ly said, 'He thought he might 
have released Caveman 2V 

Moments later the phone rang 
again with an Andrew Murphy 
to speak to Roger Kean. It was 
Stephen Day's friend ringing to 
say that if Stephen got a 
mention, so must he, because 
they completed the game 
together. 

To many people, Ian Elfery 
might be better known when 
he s wearing another hat, that of 
computer artist, author of many 
drawings and cartoons in 
various magazines, notably 
C&S/G, Ian produced all the 
photo-drawing montages on 
these pages. He also designs a 
number of CRL's cassette inlays, 
and it is his artist's eye that 
keeps a careful watch on the 
games' graphics as they 
develop. He's an outspoken sort 
of guy, and managed to startle 
Clement momentarily out of his 
post-burglary lethargy by telling 
me that he doesn't like Oliver 
Frey's artwork in CRASH. 'That's 
how you go round making 
friends and influencing people/ 
Clement told him sharply. 

CRL has an in-house program- 
ming team who work on Spec- 
trum, Commodore and Amstrad 
games. There's Jay Derret <17), 
graphics designer and program- 
mer, Andy Stoddart (201, Ian 
Foster (17/ who works on both 
the Spectrum and the Commo- 
dore, and Jeff Lee (18), who did 
Rocky Horror Show, although 
Jeff is giving up programming 



30 CRASH August 1985 



n 



to become a photographer {he 
took the photos for this article). 
Richard Taylor, who did CflL's 
famous Hi Res program (and 
Rocky Honor on the Amstrad), 
works with CRL but not as an 
in-house programmer. 

Every company has to have its 
administrative back-up, which at 
CRL comes in the shape of 
Yvonne Walters. Guy Spooner, 
stock boss Tim Vernon and 
Clement's personal assistant 
Belinda Carling. 

Belinda accompanied Clem- 
ent, Ian, Andre Posumentov 
(Silversoft) and myself to a 
nearby Italian restaurant where, 
between discussions of whether 
the live lobster, split down the 
middle and grilled' would act- 
ually scream when it was split 
down the middle, Clement went 
into a stream-of-consciousness 
about the software industry and 
Ian EUery told me about CRL's 
plans for future releases. 

A lot of the programs in prep- 
aration are being worked up on 
the CBM 64 with Spectrum con- 
versions being done on some of 
them. One of them, Skyship 
6000 (it's a working title) is 
planned only tor the 64, but look- 
ing at the story board graphics 
{not unlike the 3D effect achiev- 
ed by Vortex in TIL and Cyclone) 
I thought it would convert to the 
Spectrum rather well. It's a 
simulation based on the new 
British air ship and involves the 
player in ferrying goods and 
people between islands set in a 
rough and dangerous sea, while 
rescuing stranded sailors from 
their sinking ships. Another 
CBM only game which is on the 
'semi-secret' list, so I won't say 
much about it, is Blade Runner, 
The kind of graphics involved 
look like the sort that might not 
travel onto the Spectrum too 
well, but we'll see. it's a 3D 
graphic adventure shoot em up, 
where you play Rick Deckard as 
he chases Nexus 6 Replicants 
through the untidy streets as 
they seek out the scientist who 
created them. One game that 
will definitely appear on the 
Spectrum is Space Doubt. The 
action takes place on a huge 
spaceship with animated back- 
grounds, and it has an unusual 
way of presenting the 3D. It's as 
though the ship had been 
chopped through in the middle 
so that each room you enter is 
seen like a stage set. Walking off 
'the front' switches you into the 
other half of the room. There are 
null gravity lifts and room doors 
that slide up and down, but as 
most of the ship's workings 
have been badly affected by a 
space storm, their working is 
very erratic. The object (not 
unlrke Silversoft's Worse Things 
Happen at Sea) is to get the ship 
and cargo safely to its destin- 
ation against all odds, which 
include plenty of nasties as well 
as external influences. Through 
the various window ports the 
stars can be seen in movement, 
which tells you which way you 
are going as well as giving an 











"Beu^I>A cAftutiCt 




FROM 
CAVEMEN 



ROCKY 
HORRORS 



indication of your orientation on 
the vessel. 

These games are intended for 
release along with other 'secret' 
projects in the pre-Christmas 
run up, and what with the in- 
house team hard at work and 
some licence deals being set up, 
CRL look like continuing their 
spate of releases for some time 
to come. 

Not having heard any squeals 
from the kitchen, everyone set- 
tled down to their 'live lobster' 
with relish, much to the relief of 
the waiter who had already sup- 



plied Clement with a year's 
supply of Italian bread sticks to 
keep him going until the main 
course arrived- Under cover of 
the gunshot noises of cracking 
lobster claws, tan Ellery asked 
for an art job on CRASH and 
Clement proved that big ears are 
what get you to the top. Still, I 
accepted fan's offer to provide 
the illustrations for this piece, 
and after lunch everyone went 
back to the perennial worry of 
'what next?' and ! headed west 
for Ludlow, 




CRASH August 1985 



RED MOONMoonQuest 
adventure for most mfcl 
Moon Crystal of xJ^M^pTfed 

good magik for the hormst rulers 
of the kingdom of Baskafos, 
Then it was stolen and the land 
feu into chaos, You must recover 
the Moon Crystal from the 
maglk-rich castle where it is 
hidden, armed only with your 
wits and spells. 

RED MOONt. is a Level 9 

adventure with over 200 
locations. Amstrad, BBC, 
Commodore 64, MSX and 
Spectrum versions have 150+ 
pictures, 

RED MOON is avallabie now on 
cassette at £6.95. It joins Levef 
9s catalogue of acclaimed 
adventures for 

AMSTRAD cpc464 

ATARI 48k 

BBC 32k 

COMMODORE 64 



ENTERPRISE 64 

MEMOTECH 500/512 

MSX 64k 

SPECTRUM 48k 

Here's what some reviewers 
have recently said about Level 9, 

"the series of adventures which 
has (since) flowed from Level 9 
is renowned for high standards 
of plot and [iterate description", 
-Sinclair User, May 1985 

"ill be kept more than busy by 
the absorbing Level 9 
adventures". 

-MSX User, June 1985 

"If only more adventure houses 
could achieve Level 9". 

-Crash, May 1985 

So don't forget our other great 
adventures: 

COLOSSAL ADVENTURE*? 
(cass £9.95) The classic 
mainframe game with 70 bonus 
rooms. 

ADVENTURE QUEST*t (cass 
£9.95 ) " A bh H i a nt ad ventu re that 
confirms Level 9 r s place as the 
ultimate adventure software 
house" -Computing with the 
Amstrad. May 1985. 
DUNGEON ADVENTURE*! 
(cass £9,95) "A wonderful 
adventure.. a world where 
electric ty bills and mortgages 
have no pface" -MSX Computi ng, 
June 1985 

LORDS OF TlME*t (cas$£9M) 
An imaginative romp through 
world history. 




SNOWBALL* 1 (cass £9.95) 
immense science fiction game 
with 7000+ locations. 
RETURN TO EDEN** (cass 
£9.95) Popular SF adventure. 
Amstrad, CBM64, MSX and 
Spectrum versions have 240 
pictures. 

EMERALD ISLE $ (cass £6.95) 
Fantasy adventure. Amstrad, 
BBC. CBM64. MSX and 
Spectrum versions have 230 
pictures. 

ERIK THE V1KINQ (cass £9.95) 
Game of Terry Jones' book for 
Amstrad, BBC, CBM64 and 
Spectrum only. All with 180+ 
pictures. 



Level 9 adventures are available 
from ail good computer shops. If 
you can't find the game you 

want pfeaseask them to order it 

You can also buy games directly 
from us, Just send us a cheque 
made payable to Level 9 
Computing, or a postal order. 
Don't forget to tell us your 
address, which computer you 
have and which game you'd like. 
{Add £1 for each Item if outside 
the UK.) 

If you would just like a FREE 
FULL COLOUR POSTER, with 
more details of Level 9 



Adventures on the back, please 
write to us enclosing a stamped, 
self addressed envelope at least 
9" by 6". Write 'POSTER' above 
our address. 



Please write to 



LEVEL 9 COMPUTING 

P.O. Box 39 

Weston -s uper-Ma re 

Avon BS24 9UR 



B8G (Acornsoft df S ),'CBM64 disk versions are now .available for those jjames marked * at £11.95 new or £2.50 upgrade (pfease return your anginal cassette) 
l-Texi adveniure on a» e micros. +. Selected versions have pictures in addition to text 



r «k 




F«R«A«N«K«I«E G«0'E«S 



FRANKIE 
GOES TO 
HOLLY- 



tif/t 






^ 

^ 



Producer: Ocean 

Memory required: 48K 
Retail price: £9.95 
Language: machine code 
Author: Denton Designs 

FrankiB Goes to Hollywood was 
previewed at length in the June 
rssue of CRASH {otherwise 
known as 17). A great deal was 
written about this game so a 
brief introduction should 
suffice. 

It's not really fair to talk about 
targets or objectives in relation 
to Frankte Goes to Hollywood 
but at the end of the day your 
ultimate desire should be to 
reach the Pleasuredome. That's 
going to be a problem because 
at the start of the game you play 
a dull and drab character, one of 
the great unwashed who leads a 
life that is special only because it 
is so drab. However, this dreary 
lifestyle is shattered by the dis- 
covery of a murder. 

Perhaps this single event can 
B beginning of the re-awak- 
ening, an event so horrible thai 
only a J real r person would want 
to discover why? and who? To 
be a 'real' person (only real pers- 
onages are allowed into the 
Pleasuredome) you must prove 
your worth by malting the most 
of the opportunities presented 
to you in your drab world of ter- 
raced houses and Radio One 
disc jockeys. But the terraced 
houses of today are filled with 
elements of the electro-magical 
world, televisions, computers 
and, of course The occasional- 
murder. Within the drab ordin- 
ary houses you are offefed the 
means to escape to ma/Pleas- 
uretic; 

TRFQughout the gatWEJMOti 
conwol a character (not Frankie, 
he has already been to the Pleas- 
u readm e) whtch can be made to 
walk through doorways and so 
into houses and rooms, and can 
also be made to reach out and 

uch objects. This reaching 
iction is later extended in some 
of the games to a firing action. At 
most times the player is able to 
call up an inventory of the Items 
collected so that they may be 
used if the situation demands. A 

34 CRASH August 1985 



ah 




bottle of milk can be collected 
and later given to a cat for 
instance; a key can be kept in the 
same way. The inventory is dis 
played on a sub — screen, which 
opens out rather like the iris of 
your eye to reveal a window in 
the main screen; a hand within 
the window can be moved about 
until it is positioned over the 
object required. 

Whenever you do something 
tremendous, I ike feeding the cat, 
another window will open onto 
the screen giving Fran trie's latest 
opinion on your performance in 
the form of .pleasure points and 
an indication as to how how 
>f b 'reaS r person you have 
•is. 

While you explore the houses 
you must touetr the objects 
within. The touching action can 
open everyday items like chests 
fridges ana cupboards. Inside a 
fridge you may find a kipper or a 
floppy disc, these objects can be 
added to your inventory for 
future use but the number of 
items that can be carried is 
limited. You may find yourself 
forced to choose what to keep 
and what to get rid of. By touch- 
ing other objects like a television 
or phone, you can sometimes 
open a doorway onto another 
level, when another type of 
'window' opens on the main 
screen. If you decide to accept 
the challenge then move the 
character into the sub-screen, 
and it will expand to fill the 
whole screen end your character 



will be in a new location. 

There are a number of mirw- 
games incorporated into the 
main one, which are of a pretty 
simple format and are accessed 
by stepping into them. You may 
only have to bounce a pleasure 
pill through a tiny hofe, or con- 
trol Reagan while he spits at 
Andropov c%er a breskgut-type 
wall. One gan^etakesiheform of 
jigsaw »uz2te; another 
jjlou tobolve ^complex 
^c^. another sub game 
requires you defend Liverpool 
by shooting German bombers 
as they fly over Mefiseyside. 

For some sub-oajftes you will 
need to have acquired objects, 
and in ffiat sense there is a very 
strong adventure element. 
Pleasure points are awarded if 
you do well in the mini games, 
out if you lose or even decline to 
play at all by not walking into a 
windowed game let, then your 
pleasure rating will take a 
tumble. Failing to complete an 
element of the main game does 
not spell the end. This is a per- 
petual game — you will always 
get another chance because 
although you may have activ- 
ated all of the 'events' in one 
room, sooner or later you will be 
able to go back and activate 
another, perhaps different 
event. The only problem that 
you will have to be wary of is 
using an object in an inappropr- 
iate place — if you do, you lose it 
and it may be some time before 
you will be able to replace it. 



The game has many subtle 
features that can be easily 
missed. Associating the bottle of 
milk and the cat is one of the 
more obvious means of scoring 
some extra pleasure points. The 
intention of the player must be 
the achieve enough personality 
points to get to the Pleasure- 
dome; only by doing 'good', 
playing and winning the games 
against evil and by solving the 
puzzles can you hope to qualify. 
Apart from the frequent reports 
from Frankie you can keep a 
check on your performance by 
looking at the four — bar graph 
on the side of the screen which 
shows how much of the pleas- 
ure equation you have managed 
to fulfill. 

The game comes complete 
with an audio cassette which 
incorporates a new idea called 
Datatune. The player loads the 
game and then plays the audio 
cassette which will have music 
and a voice over describing how 
the game is played. Other music, 
a lot of it previously unpu blished 
is included on the B' side. 



CRITICISM 



• 'At iast r the long awaited 
Frankte game has arrived and it 
has been worth the wait Even 
though it so happened my copy 
had little in the way of instruc- 
tions I found the game pretty 
easy to get into; it is a very play- 
able game. The graphics are, as 







we have come to expect from 
Denton Designs, very good with 
plenty of attention paid to detail. 
I especially liked the room with 
Reagan and Andropov spitting 
at each other. The sound is limit- 
ed to spot effects and a neat 
version of 'Two Tribes' before 
the game starts. Frankie looks 
set to be one of the best games 
this year with plenty of games 
and puzzles within the main 
game. I think it's immense fun to 
play and very addictive — a sure 
winner,' 

• 'When I first loaded the game I 
was a little disappointed. The 
actual screen area is pretty smalf 
for the opening scenes of the 
game and the main character 
clashes a great deal with the 
background. However, after 
only a short time at the keyboard 
I grew to love the mystery of it 
all. i must confess to being any- 
thing but a Frankie fan even 
though some of the music 
appeafs. I thought /would have a 
hard time understanding the 
game. Well I did, not because I 
don't understand the music it's 
simply that the game is very 
deep. What appears, at first 
sight, to be iust a graphically 
neat game has a great deal 
under the skin and t am looking 




forward to being able to spend 
more time playing it Great ' 

t'Fun doesn't begin to describe 
this experience. The initial 
impression is quickly bolstered 
by the seemingly never ending 
stream of new events, i have had 
the benefit of playing the game 
without the full instructions, ft 
took ages to get an understand- 
ing of even the most elementary 
parts of the game but I don't 
resent a moment The fun I have 
had fust exploring it and enjoy- 
ing the surprises that a re waiting 
round every TV set! I understand 
that the game is to come with 



verbal instructions on tape, my 
advice is to throw it away fwel I at 
least don't put it on , JUST 
RELAX AND DO (T.' 



COMMENTS 



Control keys: definable 

Joystick: any 

Keyboard play: probably better 

than using a joystick 

Use of colour: excellent once 

you accept the attribute 

problems 

Graphics: very imaginative,, 

excellent 

Sound: limited but nice opening 



tune 

Skill levels: one 
Lives: no limit 
Screens: over 124 mind- 
boggling locations 
General rating: this is a highly 
innovative arcade/adventure 
that you must not be without 

Use of computer 93% 

Graphics 94% 

Payability 93% 

Getting started 95% 

Addictive qualities 94% 

Value for money 94% 

Overall 94% 




CRASH August 1985 



'€?<•> 



THE EASIEST 
WAY 



BUYING 
SPECTRUM 
SOFTWARE 
YOU WILL 
FIND! 



IJw'^TITifiltlnllliKiTilfiTi tM «V4 l*Y7M$ 1 il« BkM 1 T« I 



it off. We still offer a FREE POST ordering service, 
but please remember that it can take three to four 



^ — — _ 

post. If you would prefer a speedier delivery th 
we recommend you use a stamp. Orders 
received with a first class stamp will be 
despatched within 14 hours by first class post. 



ANY OF THE SOFTWARE 
REVIEWED IN THIS ISSUE* OF 

CRASH MAGAZINE MAY BE 

ORDERED BY MAIL USING THE 

FORM BELOW. 






CRASH MICRO GAMES ACTION ORDER FORM 

Telephone Ludlow (CSB4) 5&20. 
'lease send me the following creles: Block capitals please 1 . subscribers- wo«id«tey -pi serine your code nu«i»ri 



Ml pftces arc as quoted under nvitw 
h!.-?-d ngi and include VAT. Crash Micro 
Games Action make no charge for postage 
and packaging- Customers in Europe 
should add 50p per item for. post and 
packing. Outside Europe, please write first 
so that we may advice on postage rates. 



Pl«se make cheques or 
postal orders payable to 
'CRASH MICRO . From 
Europe we can accept 
Sterling cheques or 
Girocheques. 



Sub Total: £ 

Less Discount £ 

Total Enclosed £ 



Name 

1 Subscriber No 

if applicable 



SPECIAL DISCOUNTS 
£1 

50R 



OFF ANY ORDER WORTH 

MORE THAN 



OFF ANV QR0F.RWORT* 
MORE THAN £1C 



Sorry- only ONE voucher per order f 



CRASH MICRO, FREEPOST (no stamp required), LUDLOW, SHROPSHIRE 



ADVERTISEMENT 




PAWS 

Producer: Attic 
Memory required; 48K 
Retail price: £6,95 
Language: machine code 
Author: various 

Before you jump up and down in 
fits of excitement proclaiming 
that this game was reviewed 
months ago, in another Spec- 
trum mag (which, for the sake of 
your health at least, you should 
not be reading) we should point 
out that the other mag is better 
known for being rash at the 
expense of accuracy. CRASH at 
least decided to wait until Artie 
had settled on a name for the 
game. 

Paws is about a poor little cat 
called Selwyn who is being 
harrassed by Bull Dog Billy and 
his gang of Bully dogs. Up until 
now, nasty old Billy has never 
managed to rid his patch of 
Selwyn because the cat and kit- 
tens were protected by cato- 
pfexic energy, a force generated 
by them as a whole. Well, 
imagine Selwyn' $ surprise 
when he returns home to find 
that the kittens have strayed. 
'Oh this is awful', cries Selwyn, 
'without the kittens we are no 
longer protected from the dogs 
and when they get to hearof this 
they will be after me again'. Well 
it goes without saving that Billy 
hears the news and barks an 
order to one of his lackies, 
'Gruff', says he, 'round up the 
boys and we can get rid of those 
cats forever'. 

Your task is to guide Selwyn 
round the maze of city streets, 
the suburbs and refuse tips, col- 
lecting the kittens one by one 
and returning them to the 
h a ven . As y ou wander t he 1 onely 
paths you are bound to come 
across the dogs. You can attack 
by firing fur balls at them, or 
even paralyse them for a while 
by depositing a noxious subs- 
tance in their path. If you do get 
caught by a dog them a paw-to- 




Furballin mid-flight, Tibbies fights back in PAWS. 




The map screen from PAWS, showing where you are, whore 
you should fog and the route you need — it's up to you to get 
there, past the marauding doggies. 




s/S/ 




paw fight will follow and that 
will cost you a great deal of 
energy. Your stamina, needed 
for the fur balls, and energy can 
be built up by eating different 
objects as you make you way 
around the maze, but the more 
you travel the maze the rarer the 
food becomes. With ten kittens 
to recover you face a race 
against time: soon the dogs will 
form a pack, and then watch the 
doggies get the moggies. 

To help you with your task the 
game provides a map of the 
maze giving the locations of the 
kittens, the dogs, home and of 
course Selwyn, Underneath the 
main screen your score and high 
score are displayed, together 
with the levels of stamina, 
energy and the number of lives 
remaining. You lose a life when 
you run out of energy and if you 
are carrying a kitten you will lose 
that as well. The last figure on 
the screen gives the 'K9 r level, 
this is a measure of pack form- 
ation and is, in effect, the time 
period in which you must collect 
the kittens. The five different 
skill settings simply give five 
different pack gathering rates. 



CRITICISM 



• 'It's no use pretending any- 
thing else, Artie wanted to call 
this game 'Cats' and base the 
scenario around the stage play. 
It used to have great music but 
even ignoring that it seems to 
have lost a lot more besides. It's 
a graphically pleasing, well 
animated, race-against-time 
maze game, and not a bad one at 
that' 

• 'A pretty straightforward idea 
this. The graphics are nice, de- 
tailed and colourful. The map 
adds a great deal to the game 
and the dogs are a constant 
menace. To win you really have 
got to get your skates on to col- 
lect afl ten kittens hefore the dog 
pack forms. The food idea 
seems a little banal at first until 
you realise that by racing round 




we 



GOONieS 



THE Computer Game. 




Dab|joft 



CRASH August 1985 37 





ttiegh 




Seeing afffido, *fie action packed cat zooms down a High 
Street in PAWS 



the maze the supply runs a tittle 
thin. Good fun,' 

• 'Paws has Sabre Wulf-like 
graphics, bright colourful and 
well detailed. Playing the game 
seems quite easy and doesn't 
pose any real challenge once 
you've mastered the different 
aspects of the game. With the 
useful map provided on screen 
at any time life isn't too difficult 
when it come to finding your 
way around the large maze. I like 
the idea of the maze taking place 
in different zones, which are 
indicated on the map by differ- 
ent colours. Quite novel really. 
Your weapons are different to 
say the least— you can zap the 
dogs that are after you, or lay 
them off your trail be depositing 
a pile of . . . well, it's a pile of 
something or other! Quite an 
enjoyable game, but I think the 
effect of rt will wear off after sev- 
eral hours of playing.' 



COMMENTS 



Control keys: Q/A up/down, 0/ 

P left/right, bottom row to fire 

Joystick: Kempston, Sinclair 

and cursor 

Keyboard play: fine 

Use of colour: very good 

Graphics: pleasingly detailed 

Sound: a little garish 

Skill levels: five 

Lives: nine (of course) Screens: 

over 150 

General rating: an attractive and 

mildly challenging game 



Use of computer 
Graphics 
Getting started 
Addictive qualities 
Value for money 
Overall 



73% 
75% 
74% 
77% 
71% 
78% 



CHARLIE AND 
THE CHOCOLATE 

FACTORY 



Producer: Hill 

MacGibbon 

Memory required: 48K 

Retail price: £9.95 

Language: basic and 

machine code 

Author: Soft Option Ltd 

The five games included in this 
package are loosely based on 
Roald Dehl's best selling child- 
ren's book of the same name. 
The literate among you may well 
remember the story that went 
something along these lines . . . 
The owner of the local chocolate 
factory was getting near his time 
and wanted to find a successor 

38 CRASH August 1985 



and gluttony. Charlie, being a 
kind-hearted sort, has taken on 
the challenge of rescuing his 
foolish companions. 

The game on side A' is divid- 
ed up into four parts. Each one is 
a single screen arcade game 
relating to the events surround- 
ing the demise of Charlie's four 
companions. Augustus Gloop is 
trapped inside a . network of 
pipes and you must guide him to 
the bottle by closing off sections 
of the pipe. Violet Beauregarde 
is*having a bad time with a load 
of blueberries. The berries are 
raining down from above and 
you must deflect them into the 
juicing machine. Only when the 
vat is full will she be safe. Veruca 
Salt has upset the squirrels and 
they are after her blood. The 
only way she can avoid being 
caught is to poison them all by 
placing poison nuts in their path. 
Careful though, the poison only 
has a very short life. Meanwhile 
Mike Teavee, the nurd, is trying 
to pinch all of the Wonka bars off 
each of the five platforms in the 
warehouse. Not in itself difficult, 
except that the cameras are after 
him firing their lethal shrinking 
ray. Being able to hop on the 



to take over the factory. He sent 
out five little coupons inside 5 
bars of chocolate and then told 
the world. Well, everybody went 
bananas and started buying lots 
of chocolate,, everybody except 
Charlie because his family could 
only afford one bar. Anyway, to 
cut a long story short, Charlie 
got his voucher and went with 
four others on what they 
thought was just going to be a 
day trip. 

The five games each relate to 
the five voucher winners, 
Charlie, Augustus, Violet, 
Veruca and Mise. All of you wilt 
know that all of the others 
perished (for a while) due to a 
combination of nosiness, greed 



inter-platform lifts may not be 
enough to save this wally 

The fifth game, which is load- 
ed from the 'B' side, is the final 
part of the story, if you are suc- 
cessful in the first four games 
you will be given a code which 
allows you to play the main 
game for real, otherwise you'll 
be stuck with the practice mode. 
Charlie's objective is to collect 
the six gold keys which will 
allow him into the glass lift. To 
do this he must work his way 
through 43 screens avoiding 
being squashed by platforms, 
sweets, marshmahows and the 
like. 

And they ail lived happily ever 
after — 



CRITICISM 



# 'When I received my copy of 
Charlie and the Chocolate Fac- 
tory I thought that it might be 
something a bit special. The 
packaging was excellent, includ- 
ing a tree book. But what a dis- 
appointment! The graphics on 
both sides of the tape are very 
flicker/ and do not flow at all, 
although the colour and sound 




Killer Cameras chase the naughty parson, in a screen from 
CHARLIE AND THE CHOCOLATE FACTORY. It's your job, as 
the nice Charlie, to rescue the miscrmant. 




_ 




brightened things up a f ittfe. The 
keyboard selections were not 
very good and, to make matters 
worse, the game did not res- 
pond well to keyboard play, I am 
sorry that for £9.95 the games 
did not do justice to the pack- 
aging.' 

• 'You might think that almost a 
tenner for a game is quite a tot 
Some people moan about Ulti- 
mate's prices but they do 
produce rather good games. 
This package includes four 
arcade games and a sort of 
arcade adventure as we// as a 
book. The arcade games are not 
at all specie/. While the graphics 
are reasonable the games are 
not very playable. The graphics 
in the adventure are OK but 
again not inspired by any 
means. The game itself is pretty 
hard — perhaps too hard, 
because I think if this game has 
any appeal at all it must be to the 
little ones. ' 

• ' I didn't like any of the games 
presented in this package. The 
standard of the graphics and the 
sound is poor. The graphic 
jerky and hard to follow. I found 
it very hard to move the char- 
acters in any of the games, prob- 
ably because the keyboard 
responded so badly. If I had to 
pick one out of the games it 



would be Augustus because it 
was pretty original. A shame 
that what looked like being good 
value turned out so badly. 



COMMENTS 



Control keys: 6/7 left/ right, 8/9 
up/down, to fire 
Joystick : Kempston 
Keyboard play: poor response 
Use of colour: pretty tatty 
Graphics: dated and slow 
Sound: nice tunes 
Skill levels: one, with practice 
mode for the fifth game Lives: 
between three and twelve 
Screens: total of 47 
General rating : a bit of a 
disappointment 



Use of computer 
Graphics 
Playabifity 
Getting started 
Addictive qualities 
Value for money 
Overall 



58% 
61% 
58% 
63% 
52% 
50% 
63% 




PIPELINE 

Producer: CSM Ltd 

Memory required: 48K 
Retaif price: £6,95 
Language: machine code 
Author: Simon Flinch 

This is in effect the Speccy vers- 
ion of the original Commodore 
pipeline game produced by 
Taskset This conversion, prod- 
uced with the co-operation of 
Taskset, makes only two minor 
changes to the original: instead 
of the foreman firing bullets at 
the foe he throws spanners; and 
there are two more screens to 
entertain you. The game also 
comes with an improved vers- 
ion of an old arcade favourite. 
SOS is the game where you 
have to guide a module down to 
the planet surface to rescue the 
folks and then return to the 
mother ship. Both journeys 
require you to dodge the 
streams of space debris and the 
laser blast from the nasties. 

In this version of Pipeline you 
control a foreman and one 
workman. Your one and only 
task is to make sure that the flow 
of petrol to the barrel under- 
neath the network of pipes is not 
interrupted. The one little pest 
who seems determined to make 



sure the flow is stopped can be 
seen running up the ladder onto 
the gantry above you. From 
above he will drop objects that 
will damage the pipe so you 
must either kill him by throwing 
a spanner at him or simply dash 
around the network, with work- 
man in tow, so the damage can 
be made good. Your task will be 
made a great deal easier if you 
bash the anarchist as often as 
you can, but you are likely to be 
distracted by the ladybird-look- 
alike pipe bugs. These bugs also 
use the ladder and once they are 
above you can drop down onto 
the pipe — you must knock them 
off, because if they reach you it's 
curtains for certain. 

An impressive array of diffic- 
ulties has been programmed 
into the game. To begin with 
there are eight different pipe 
structures, each one more com- 
plex than the one before. Three 
skill settings allow you to select 
how many attacks you are going 
to suffer from either the anarch- 
ist or the bugs. Finally you can 
select how many lives you 
would like to be allowed for each 
game, any number between one 
and eight. Select any but the 
easiest pipe system and you are 
going to be in for a nasty sur- 
prise in the shape of a well 
armoured and very persistent 
lobster. 




CRASH August 1985 39 







A grinning workman and 9 grinning foreman in PIPELINE 
CSM's official version of the Tashset Commodore gome. 
Keep that fluid flowing Ftoyd . . . 



CRITICISM 



• 'Pipeline is quite an original 

fame which has good graphics, 
he pipe menders are rather 
funny to look at but I suppose 
the looks go with the job, Unless 
you start throwing spanners at 
the other man to begin with, you 
Sand yourself with an almost 
endless task, This is a pretty 
good game. I enjoyed it,' 

• '/have playeo 'Pipe' line a lot on 



the CBM so I was pleased to see 
it out for the Speccy. Initially I 
was a little disappointed 
because this version is a good 
deai slower and so became 
monotonous after a while. The 
graphics are large, jolly and very 
well drawn but the sound, as 
usual, isn't very good — though 
adequate. After about half an 
hour I had managed to perfect a 
simple routine to gel me 
through most of the screens. To 
start with I enjoyed this game a 
lot but it does tend to get boring 
after a while/ 



# 'Until I reviewed Super 
Pipeline I had never seen a game 
like this. This version could have 
been a tot better with only a few 
modifications, an increase in 
speed for a start would have 
gone some way to making it as 
exciting as the Super Pipeline 
game, 1 did find the repeating 
cycle of pipe systems a bit too 
much towards the end. However 
having said that when you con- 
sider the game on the 'B' side 
which really is pretty good I 
think the cassette is good value 
for money.' 



COMMENTS 



Control keys: Z/X left/right, 

K/M up/down, L to throw 

Joystick: Kempston and 

Interface II 

Keyboard play: very good 

Use of colour: not extravagant 

but clear 

Graphics: very neat 

Sound: spot effects only 

Skill levels: three 

Lives: up to eight 

Screens: eight 

General rating: slightly above 

average 

Use of computer 74% 

Graphics 74% 

Payability 68% 

Getting started 76% 

Addictive qualities 63% 

Value for money 75% 

Overall 76% 







ROCCO 

Producer: Gremlin 

Graphics 

Memory required: 48K 
Retail price: £6,95 
Language: machine code 
Author: Dinamicand 
Arm id 

In the last issue of CRASH we 
reviewed a boxing game from 
Aliigata called Knockout. Well in 
this issue we have two more, 
Pocco (originally released under 
the title Rocky), which owes its 
origins to a team of Spanish 
programmers, and Elite's Frank 
Bruno's Boxing* There must be 

40 CRASH August 1985 



something of a trend underway. 
The graphical presentation of 
the fighters is very important in 
this type of game. In Hocco you 
view the action from a point 
behind your fighter who 
appears to be a good deal short- 
er than your opponent. Both 
figures are solid and shaded. As 
a fighter, you have four basic 
moves available: a left and right 
head punch, and a left and right 
block, Every time you land a 
punch on your opponent you 
can see his head reel with the 
blow and his energy bar dimin- 
ish a touch. A fighter is knocked 
out when his energy bar reaches 
zilch. The winner of a round is 
the first boxer to drop his oppo- 
nent thrice. Each time one of the 
fighters is knocked out he will 



get up again (unless it was his 
third fall) and continue the fight 
with a re-charged energy bar — 
the other fighter continues with 
his energy at the level it was 
when he laid the other guy out. 
!n effect, this means that a boxer 
who has just been knocked out 
has the advantage over his 
opponent 

Once you've won your first 
round you'll have had a taste of 
what is to follow, but to achieve 
ultimate victory you must defeat 
all four fighters. Each one is 
harder to beat than the one be- 
fore. At the start of each new 
fight you are presented with a 
picture and the weight of your 
opponent displayed in a box 
under his energy bar. The graph- 
ical figure in the ring does not 
change in appearance from fight 
to fight When you lose against 
any one of the fighters then the 
game is over. No score is given, 
so if you find you have a score to 
settle, you must start from the 
beginning. 

CRITICISM 

• 'Pocco is the second boxing 
game I have seen this month. 
Looking at this one in isolation I 
think the graphics are very 
appealing. However, I think it 
lacks play ability not only be- 
cause the opposing character 



never changes, but also, on acc- 
ount of the limited number of 
moves available, it all became 
so repetitive. On its own an 
original game but compared 
with frank Bruno I don't think 
there is as much of a game here. 

• 'At first sight I must say the 
graphics in this game won me 
over. They are very good 
indeed. The figures are targe, 
detailed, and move well. But the 
game itself I am not so keen on. 
The actual game it is far too 
limiting. It's a shame that des- 
pite the other four contenders 
being gradually better they each 
take on the appearance of a 
black-eyed Spaniard! The move- 
ments available in a fight are just 
too limited, especially when you 
look at other fighting games. 
Way of the Exploding Fist on the 
CBM for example, and realise 
just how involved you can 
become. One more point: i don 't 
recommend the use of a joystick 
with this game, it's just too 
tempting to sit there and wiggle 
it about ' 

# ' Yet another boxing game. We 
seem to be inundated with them 
here at CRASH at the moment, 
and I don't think any of them are 
particularly good. The novelty of 
them wears off after a few goes 
and you are left with nice graph- 
ics and a pretty boring game. 
Anyway, back to reviewing 
Pocco, At first sight this boxing 
game seems to be reason abty 
good. Ii has fair graphics and 
even a bit of sound every time 
you get belted, but after a few 
goes it turns into a 'slugging 
match' with no other option. Alt 
you can do is hit the bloke in 
front of you in the face with 
either your left or right fist. 
When you have beaten your first 
opponent, you are presented 
with a different picture at the 
bottom of the screen but the 
actual character you're fighting 
doesn't change at all, which I 
think is a bit of a cop out. 



COMMENTS 

Control keys: 1-5/6-0 left/right 

punch, Q-T/l-P left/ right block 

Joystick: Kempston 

Keyboard play: better than 

joystick 

Use of colour: very little 

Graphics: solid, detailed and 

pleasing 

Sound; a sort of squidgy sound 

for punches and a good bell 

sound Skill levels: four 

Lives: three 

Screens: N/A 

General rating: a good attempt 

but doesn't quite make it 

Use of computer 60% 

Graphics 79% 

Payability 62% 

Getting started 70% 

Addictive qualities 68% 

Value for money 68% 

Overall 70% 







...computer games for people Software by... 

who hate computer games. i a iQ Mra 

Give your joystick a rest, pfcmue 

and your brain a chance with ** IU, 
these family favourites. r*E 




3 Montagu Row, London W1H 1AB. 

ORDER: Cheque or postal order to: 

LEISURE GENIUS, 3 Montagu Row, London WIN 1A8. 

Please send me 

cass ■ 
CAT. WOfsJ_ 

I 



-□ 



NAME . 



ADDRESS 



^USDO' "a*? marts and •»Py ri 9** 1 **«Ki3 Oy VtaMinguin* Games W 
MOWOPOLy'ispfooluc«tund*«lican«a Horn Pa.-ter arrtAe, !>1 indWBddingtoriSGflrne«Ua* I — 

AS copyf >glMs rwwved. LEISURE GENIUS' * a ttgumd -rad> mar* of WnrS^rHoWn^ Lid 



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CRA 



Ll 



THE COVENANT 




Producer: PSS 

Memory required: 48K 
Retail price: £6.95 
Language: machine code 
Author: Paul Hutchinson 

The name Covenant refers to a 
long lost parchment which 
carries the entire cultural record 
of a long dead people, a race 
whose once proud members 
have now mutated and been 
scattered, along with fragments 
of the Covenant among the 256 
caverns of a subterranean horr- 
orscape contained within a 
planet. You are the last survivor 
of the race, and as such it is your 
duty to find the 64 pieces of 
parchment and restore the 
knowledge that it bears. You 
must also gather the poor miser- 
able mutant creatures from 
within the caverns, so that whan 
you have the complete parch- 
ment the planet surface can be 
repopulated. 

Alone you may be, but unaid- 
ed you're not. Your equipment 
includes a globe (for getting 
about in) and a stun gun. Now it 
may seem odd that the wretched 
creatures you are trying so hard 
to rescue need to be stunned, 
but it's safe to assume that at 
this stage they have no Idea 
what you are up to — so they 
tend to regard you as an enemy. 
The globe itself isn't a bundle of 
fun to manoeuvre — its move- 
ment is designed to mimic that 
of submerged bodies, ie awk- 
ward, Whenever you or your 
globe come into contact with a 
creature energy wit! be drained, 
so the first task in any cavern is 
to stun the creatures within and 
take them on board by manoe- 
uvring your craft over them. 

The whole cave system is div- 
ided up into blocks of four 
rooms. Each area has a key, a 
piece of the Covenant and some 
anaesthetic. Get the anaesthetic 

42 CRASH August 1985 



for the stun gun so you can capt- 
ure the critters, which you must 
do, because you can only move 
into the next area when they've 
all been rounded up. 

You only have one life so you 
must be careful not to get too 
dose to the creatures, especially 
when you are not in the globe 
the rate at which you lose 
energy increases. Fortunately 
you can recharge by standing on 
a power point. 

At any stage of the game you 
can inspect the status screen by 
pressing the space bar. This 
screen shows how much of the 
parchment you have collected, 
your energy level and how many 
objects (keys etc> and creatures 



you have gathered. A record of 
Ehe time and score is also dis- 
played. 



CRITICISM 



• 'As the ratings may well 
show, getting started on this 
game was far from easy. The 
instructions showed the anaes- 
thetic to be a sponge like blob, 
but in fact for the first area it 
looked more tike a bowl of flow- 
ers, and there was a bowl of 
flowers on another screen, A 
joke perhaps. The game itself 
has some very well drawn and 
colourful graphics. The move- 
ment of the character and the 
globe take a lot of getting used 
to, but that's all part of the 
game. On the whole I found this 
to be a reasonably difficult 
game but this was mostly due 
to the 'bad' handling of the 
craft. I have a feeling that this is 
a game to keep alt of you map- 
pers hard at work. Overall pretty 
addictive but don't expect to fin- 
ish it too soon/ 

• 7 have to admit that I found 
this a very difficult game to 
complete and I'm not sure that 
the reasons for this are good 
ones. The characters are very 
difficult W control and the initial 
supply of energy wouldn't he 
enough to get a C5 down the 
hallway. I suppose that is really 
the challenge of it, one is expec- 
ted to learn how to control the 
characters and have the fore- 
sight to find a recharge point in 
time. Nevertheless the graphics 
are very good and f am sure that 
the game is interesting enough 
to make the hard work required 
worthwhile. ' 



• 'This is not an easy game to 
play. The movement of the 
globe is almost unpredictable, 
as it is meant to be, but it's still 
pretty confusing. When the 
character leaves the globe he is 
pretty happy just pottering 
around the floor of the cavern, 
but cannot be controlled when 
floating upwards. I have decided 
that there really isn't enough 
energy for the first part of the 
game — I know there are power 
points available but I'm sure I 
would have made more 
progress if a difficulty level had 
been provided. On the whole 
this is a very attractive game; 
there is a great deal to see and it 
should keep the patient and per- 
sistent going for a long time to 
come/ 



COMMENTS 



Control keys: definable 

Joystick: any 

Keyboard play: good 

Use of colour: very good 

Graphics: great 

Sound: a little distressing at 

times 

Skill levels: one 

Lives: one but can be re — charge 

energy 

Screens: 256 

General rating: an inspired but 

difficult game 



Use of computer: 
Graphics 
Play ability 
Getting started 
Addictive qualities 
Value for money 
Overall 



73% 
84% 
75% 
68% 
83% 
82% 
83% 




» ^Pw^Fljtf w ffH^WF j 




With the exception of issue t, we carry a Umrted stock of beck 
numters f or readers who may h«va mlfcMsd out on earlier issues 
and for those wHfi gaps in their Binders? Any issua toaanrtg ??? 
after the minion lenta means thai the stoek fa severely limited 
and before ordering you should phone td cfc 

BACK NUMBERS SPECIAL OiFFEB 

Any three or four tssuos ordered at the same time — 40p off 
total Rve or more issues ordered at the same tfme — 20d off 
each hem. r 

7 at ?Sp each 

es 16 onwards at 95p each 

J end packaging: 20p per (torn ordered 





BO!K W.SHRGPSHI 



44 CRASH August 1985 




X&L&& 







_ 



A rather green Alice Cooper look-alike on the front semen of 
GO TO HBLL, Act/vision's anonymous attempt at the had 
taste bandwaogon 



GOTO 
HELL 

Producer: Triple Six 

Software 

Memory required: 48K 

Retail price: £6.99 

Language: machine code 

Author: J. Jones{!) 

Your fate, in this game, seems to 
have arisen bv the unfortunate 
use of the phrase Go to Hell'. 
You must have cursed some- 
one, a person near and dear to 
you, with the result that they 
actually went to Hell. Now you 
must follow, and rescue them. 

The game takes the form of s 
complex maze. The walls are 
'built' from such strange graph- 
ics that one can get lost follow- 
ing the same wal I from screen to 
screen. To rescue the person 



you cursed you must scour the 
maze looking for seven crosses: 
only a complete collection 
allows you to escape. The 
search for the crosses is hazard- 
ous, not feast because contact 
with the walls and all stationary 
objects rapidly drains the life 
force from you, and once 
drained you will have to re-start 
from the beginning. 

Your energy will also be de- 
pleted when you are hit by one 
of the wide variety of gruesome 
objects being hurled at you by 
an even larger collection of 
gruesome creatures— anything 
from large hairy spiders to mad 
headless monks. Your only def- 
ence against these creatures is a 
well aimed mint-cross, and a 
direct hit will replenish your 
energy a touch. In this night- 
mare world you will be distract- 
ed by the horrible events taking 
place around you; heads being 
crushed, victims on the racks, 
heads being sawn through and 
masses of other equally revolt- 
ing scenes. 



Sawing through a situli, in the maze of Hell 




CRITICISM 



• 'I managed to steal a glance at 
the press release that came with 
this game and read that we 
would find it hard to do this 
game justice. That may be so but 
when all is said and done it is a 
maze game: a fairly well drawn 
maze game; a complex maze 
game and a maze game that 
often requires a high degree of 
control skill. It is still only a maze 
game, and one that is full of rev- 
olting, crude and downright vile 
images. Now I am going to give 
Triple Six (whoever) the benefit 
of th e dou bt and assu me that my 
reaction was exactly as they had 
hoped for. , . let's see if they are 
right and maybe they can sell 
lots of games to punters who 
only want to buy it because its 
so horrid. But — to do the game 
justice — rf you really want a 
maze game that's full of lots of 
silly, nasty pictures then buy this 
one/ 

• 'After looking at the subtle 
cover I was expecting a game 
that would reflect the same. 
Wrong. With lots of nasties and 
all sorts of things that one might 
expect to go on in Hell, Go to 
Hell's graphics are above aver- 
age except that the main man is 
pretty poorly animated. This is a 
playable game but not at ail 
addictive. 

• 'This is certainly a very un- 
usual game, full of very strange 
graphics. Movement round the 
maze is very hard, not because 
of the other things throwing 
objects at you — it's the near- 
ness of the maze walls that make 
for the difficulty. Frequently 
there is exactly enough room to 
fit your character through, one 
slip and you're as good as dead. 
All in all it's an annoying game 
to play/ 



COMMENTS 



Control keys: Q/A up/down, 0/ 
P left/right, M to fire 
Joystick: cursor, Interface U and 
Kempsron 
Keyboard play; fine 
Use of colour: varied, lots of 
attribute problems 
Graphics: novel, fairly well 
drawn 

Sound: lots of chewing and 
sniffing sounds 
Skill levels: one- 
Lives: three 
Screens: over fifty 
General rating: a bit sick, other- 
wise above average 



Use of computer 62% 

Graphics 72% 

Playabifify 65% 

Getting started 69% 

Addictive qualities 72% 

Value for money 74% 

Overall 70% 



WILLY II 



Producer: Software 
Projects 

Memory required: 4flK 
Retail price; £6.95 
Language: machine code 
Author: Messrs Smith 
and Lawson 

There realty isn't a great deal 
that can be said about this game 
that hasn't been said about its 
predecessor Jet Set Willy. Jet 
Set Wiily ft is a pretty faithful 
sequel. 

The story begins soon after 
poor old Willy has had a nasty 
fall down the stairs. He should 
be in bed recovering but due to 
the mess left by some rather 
strange builders his wife Maria 
is having a fit and insisting that 
Willy tidies the house. On his 
journey round the mansion 
Willy is shocked to discover that 
it has s lot more rooms than he is 
paying rates for. The Builders 
are responsible, but why? 

As before you must guide 
Willy around the house avoiding 
the myriad hazards — razor 
blades and flapping loo seats to 
mention Just two. As you pass 
from room to room you will 
notice objects be they bottles, 
glasses or even taps. These 
objects must be collected by 
guiding Willy over to them and 
touching them. This may mean 
having to dodge 'things' scamp- 
ering up and down in your path, 
in which case you will have to 
apply a little skillful jumping. 
Some very nasty traps have 
been set for you — the conveyor 
belt is a cinch compared to 
some. Repeat the gathering 
process for each room of the 
house and hope that you make it 
to the end, whatever that may 
be. 



COMMENTS 



• I think that Jet Set Wiily II is a 
brilliant game, but it's a shame 
so many of the screens are the 
same a$ Jet Set Willy. The graph- 
ics are identical— they still have 
the same degree of smoothness 
and clarity. J reluctantly have to 
conclude that I don't consider 
Jet Set Willy to be a sequel . , . if s 
more of a De— luxe version. That 
said, the game is stilf up to s 
pretty high standard, better in 
some respects.' 

• Wo doubt there are many 
people that have eagerly await- 
ed the arrival of JSW2. It has 
been a long wait and my good- 
ness, it wasn't worth one tiny 
minute.' Admittedly there are 
thousands of people who 
bought JSW and no doubt there 
will be thousands who wilt buy 

CRASH August 1985 45 




Looks familiar? Jet Set Willy wanders through his new. 
improved mansion. 




The Nightmare Room from JSW 2, Round here, the Art Room 
feels the seme 



SW2, but what you get for your 
£6.95 is an extra forty rooms to 
explore and work your way 
through. Great, isn't it? The 
graphics are now somewhat 
dated and long past their prime. 
it's a shame that Software Proj- 
ects didn't put their time and 
effort to better use and produce 
a totally new idea instead of 
extending an a/ready dead and 
weli-poked game. Definitely not 
my idea of a fun playing game, 
but I suppose it's quite a good 
buy if you haven't already got 
JSWV 

• 'Here we go again on the final 
part (hopefully) of the Willy Tri- 
logy. At the end of eighty-three 
we marvelled at the superb 
graphics and addictJveness of 
Manic Miner, in mid eighty-four 
we were astounded at the sheer 
size and pi ay ability of one of the 
first arcade adventures Jet Set 
Willy, which sparked off Poke 
Mania (or Candyitis as some 
people call it). Now a year on we 
can again be astounded by the 
pi ay ability and larger size of the 
same game that we were 
astounded by last year, ... I'm 
afraid to say that JSW 2 is not a 
great improvement on its 
parent. The main differences 
between JSW 2 and JSW are the 
extra screens and the speed — 
which is a touch faster, making 
the game slightly more play- 
i able- Another difference I have 

46 CRASH August 1985 



'zfZWtaZi 



noticed is that it is easier to get 
into loops where you lose all 
your remaining Jives. This is 
obviously very infuriating if you 
are well into the game. If you 
haven't seen JSW 1 yet (where 
have you been?f )\ woufd recom- 
mend this game. I wouldn't tell 
players of JSW 7 not to buy this 
game either as it is interesting to 
pi ay the extra screens. Generally 
I found this game playable, but I 
can see my interest deteriorat- 
ing after a few weeks. 



CRITICISM 



Control keys; Q,E,T,U,0; left. 

W,n\Y,l,P: right, shiftto space: 

jump 

Joystick: Kempston and Ram 

Turbo 

Keyboard play: very good 

Us© of colour: very good 

Graphics; as good as ever 

Sound: nice tune 

Skill levels: one 

Lives: seven 

Screens: over 100 

General rating: very good , , . but 

not much progress 

Use of computer 70% 

Graphics 50% 

Payability 60% 

Getting started 70% 

Addictive qualities 45% 

Value for money 72% 

Overall 61% 



ROLY POLY GOES 
TO HOSPITAL 

Producer: David Todd 
Software 

Memory required: 48K 
Retail price: £4.99 
Language: machine code 
Author: David Todd 



Roly Poly is a new character to 
the computer games scene and 
in this game he is trying his best 
to help our National Health Hos- 
pitals out with their equipment 
shortage. 

The game features more than 
thirty rooms, each containing at 
least two items of urgently 
needed medical equipment. The 
little rotund character, Roly Poly, 
must be guided past obstacles 
as he explores the building. The 
hazards include just about any- 
thing on the screen. For inst- 
ance, the first screen has a series 
of little pyramids on the floor 
which must be jumped over — 
but at the same time you must 
avoid being squashed by frying 
bus stops. The first object to be 
picked up is a scalpel but that 
can only be reached if you jump 
onto a very narrow little wall. 
Later on the rooms become a 
little more complex and other 
features, such as a lift, can be 
used to reach the different 
levels. 



after the practice mode, i have 
only managed to get to the 
seventh screen so I'm sure that it 
will take ages to play though the 
whole game. The graphics are 
well animated, small and neat 
The sound only has spot effects 
but there is a smart if disjointed 
tune at the start. I think on the 
whole that the game is a little too 
hard, otherwise it woufd have 
been much more addictive. 
Without some victories you 
begin to lose the sense of 
achievement that drives you on' 

• 'While f was impressed by the 
quality and the colour of the 
graphics I think the game could 
nave been a little faster. I have 
spent a long time playing this 
game and I am a long way from 
solving it. I'm not sure that just 
because a game is ultra hard 
that should make it good. Bui 
considering the quality of the 
programming I think I can safely 
recommend it to the masochists 
among you.' 



COMMENTS 



Control keys: Q to P in pairs for 
left/right, A to jump 
Joystick: Kempston and cursor 
Keyboard play: responds well 




CRITICISM 



• 'My first impression of Roly 
Poly in Hospital was "gosh 
chaps this looks a bit like Manic 
Miner in Hospital". Yes I know 
there's no such game but if there 
was ... I found the game pretty 
difficult to play because the 
character seems to jump such a 
long way, but I suppose that's 
part of the game. Nevertheless 
the game is both fun and chal- 
lenging. The graphics are neat, 
smooth and fairly colourful. 
Maybe worth a look for the 
price.' 

• 'This game resembles Manic 

Miner and Jet Set Willy but it is 
very much harder to play, even 



Use of colour: flat but smart 

Graphics: smooth and detailed 

Sound: limited to spot effects 

Skill levels; one, and a practice 

level 

Lives: five 

Screens: over 30 

General rating: clever, neat but 

over difficult. 



U se of computer 65 % 

Graphics 72% 

Playabitity 57% 

Getting started 60% 

Addictive qualities 61 % 

Value for money 60% 

Overall 62% 




Johnny Jones, modem day hero and explorer 
extraordinaire, has finally discovered the lost Temple of 
Abu Simbe! s built by the great Pharaoh Ramses II over 
3000 years ago. 

In frenzied desperation he enters this secret world and is 
drawn into a frightening adventure, threatened by the 
Pharaoh's curse, in constant danger until he can reach the 
inner mortuary chamber. 



■■■■■■■■■■i 




SPECTRUM 48K £7.95 

Gremlin Graphics, Alpha House, 10 Carver Street, Sheffield SI 4FS, let (0742) 753423 ~ 





The battle between FORUM intra s and Playing Tip intros hots up 
this month as once again CRASH sets out to prove that the 
magazine is nothing more than an ego-boost to underpaid 
superstars Mangram and Candy. A number of readers, as you will 
see, have decided that we are one and the same person. Not true, 
but I'll leave the full answer until later. 

Despite the official ban on poetry in the Forum, I've been flooded 
with the stuff again, some of it not half bad either, so forgive the 
occasional excursion into culture vulture land. In fact I was so taken 
with the first letter (not exactly poetry} that I'm giving it LETTER OF 
THE MONTH status. It also fits well, because as f write the annua) 
Shakespeare Play is taking place in Ludlow Castle . . . I'm a bit 
suspicious of the writer however. , . . 



FROM THE FIRST 
FOUO 

i to this Lloyd, 
I've just unearthed erne of 
Shakespeare's lesser known 

The Tragedy of CRASH 'in 
a rden . So here 'a an 
extract from my exclusive 
discovery donated to my worthy 
Why am J so generous? 
j se the deep h idde n 
meaning applies indirectly to 
you. 

THE SET SHOWS A STREET 
SCENE HM ANCIENT LUDLOW. 
(Enter MJke Roberts, CRA 

is and Spec 
Ownei 

MIKE. Ogreaie: r au 

joineth I, 

Whence my heart's flooded with 
hateful misery, 

ivring ventured .forth and 
given hard earned po u\ 
to thy shopkeeper in return for 
Everyone's a Walfy 
having been enhanced by its 
deliu 1 

In awe of its wondrous graphics 
and addicted to such 
suchoti 

AJas, my n I atb 

culminated allth 
and displayed the answers 
broad and i 

krth 
even n 
Wilma's bra seem empty 

REDERUS : Fair friend, you r grief 
over tragedy 

i to Ihe public that same 
magazine, 

Hatn presented the methods of 
defeating Tir Na Nog 

OWNERIET: Though it grieves 
me to say what follows now 
More en joy men i, rrtirtg 

has fallen ir. 



48 CRASH August 1985 



Answers to Avakm, 

Pyjamarama and Midnight too, 

a fas, 

(And endless others} and pokes 

gal<: i 

Alas a second time 

MIKE: Wilt the dreadful, sinful 

Robin Candy persist, 

If we were to send letters of 

protest unto he? 

Wilt thou not follow me to my 

fn order to prevent him from 
wasting our cash again? 

OWNERIET: Then unto he this 

letter we shall send, 

And begin the ' £ ■.Candy 

■ I games away fund' , 
But hope the only giving games 
away from CRAJ 
is prizes for our star letter 

HEDERUS:Butthatisnot 
possible, 

For Mangram doth only give his 

gam. 

If thou doth mention Design 

Des 

MIKE: Oh yeah! Better go n buy 
DARK ST Aft and play with the 
-ore chart 

Actually, Uqyd, Shato 

. . • 
you fooled though, dj 

Ml leave you to type this 
letter into FORUM Jn peace, 
Mike Roberts, Ofcehampton, 
Devon 

Are you sure yot i 

Mtke Roberts (from 

every ane with his comments on 
the Spectrum v the 64? No, wet I 
okay then, ftho* ;i$b 

pretty original-way oigettn 
software, 'but of course the 
reesot fj was 

because y: 
Design Design . 
LM 



BUG BOX SPECIAL! 

This month 's BUG BOX includes 
three excellent comic strips. I 
thought all throe wore genuinely 
funny and clever in the true sense 
of a short, sharp story well told. 
The entries from ANDREW 



TAKING A BASH 

Dear CRASH 

Again I am going to take a bash 

At getting my poem printed in 

CRASH. 

This time I write, not directly for 

software 

But 'cos I lost CRASH and didn't 

take care 

A new Spectrum owner I knew at 

school 

So at my feet he began to drivel 

'Which is the best magazine to 

buy? 

'CRASH' I said, And don't ask 

why' 

So I lent him March Edition to 

have a look at 

He lost it and that was the enc* of 

that, 

One more subscriber I got for 

your magazine 

But my issue 14 is now a 'has 

been' 

If this poem is the star letter 

Can I have another to make my 

set. Eh? 

That is n ow th e end of my sad 

story 

And now something of great 

glory 

f have completed 

PYJAMARAMA at last 

I used the late poke and tips of 

past 

More playing tips and maps are 

a good idea 

Extended letters pages also 

brings no tear 

BRUCE LEE \ completed on my 

4th game 

And that was before your map 

came 

A reviewer said It was easy to do 

And beating up nasties is good 

for you \ 

That is why I keep playing 

BRUCE LEE 

Because beating up nasties is 

also forme 

Although I didn't get star letter I 

was glad 

Because ALIEN 8 1 already had 

This time if star letter is what I 

get 

Can I have ALIEN and the gap in 

my set 

Martin Clark, Leeds 

PS ALIEN by Argus Press please, 
'cos ALIEN 8 1 complete with 



SANDERS and RICHARD 
HARRISON almost deserve a 
regular spot in fact, and as they 
both sent in two different little 
strips, I'll use them over two 
issues. AND they both get a prize 



Good try, Martin, but as I said, 
POETRY IS BANNED (by Order 
— signed RC) 



DOWN UNDAH 

Dear CRASH, 

G'day! Living 'ere down undah 
ain't all it's cracked up to be. We 
get all great mags about 3 
months late, and without 
wishin' to be a wet blanket I 
reckon it's pretty darn rotten, I 
guess I'll just haf ta fork out fifty 
bucks (not that I'm complainin' 
about the price mind you) and 
subscribe* 

Now I reckon I stop grumblin' 
an' get on with me lettah. I wrote 
t' say that CRASH is Beuty- 
Bonzai I read all the reviews 
before I empty me wallet so I 
don't haf ta kiss me hard-earned 
cash g'bye for a grotty 
game with tacky graphics that 
ain't worth the puce of a mouldy j 
peanut, an' aftah I read the 
review of US Gold's Zaxxon I 
was really disappointed on how 
they could wreck up a good 
game with bad programmin' 
(wot d' the septics know about 
computers anyhow?) 

And as I wait with baited 
breath for the next issue t' show 
up, I say again that CRASH is a 
h * * * *y good mag , good on y a ! 
Colin Lockhart, Forbes, New 
South Wales, Australia 



"Nl auniiO^iieLus&isoopinOM 

^BLUdui '}no paddtus jo peQjsui 

fievjjte A q painqu}$tp seM ii ji 

asoddns / -japun um op jno ted 6} 

HSVidD J0 J ouof os sa)/ei ji Ajjos 

luj Jdtsea it peaj ueo noA $ / os 

'ut/oj 'UMop apisdn siuj mid 

oj idop lie aui jo'B &aj 'sjapeaj 

uisnoo jeiuofoj Jno jnoqe 

ajej Affeaj a/v\ ieu} mous ot isnp 





An unusual Bit$ Box item from ALAN CHOQ-KA/VG, of 
Kirkcaldy, Fife, inasmuch as it's a loading screen. 



A CRASH SOAP 

Dear CRASH, 

Yes — it's DYSNTRY all over 
again. What will happen to the 
CRASH Team next? Young? 
Robin Candy (the dashing 
young man with the charm of a 
squashed toad) DEMANDS? a 
clear photo of himself — Roger 
{he, who for some reason has 
brackets in between his name) 
Kean says NO? — Candy gets 
depressed and so gets drunk on 
wine gums. 

MEANWHILE, bade at the 
ranch, Lloyd gets rushed to 
hospital after someone took a 



photo of him, and Lloyd has 
collapsed through a severe case 
of photophobia (nice long word, 
look it up in your dictionary 
when you get better Lloyd). 
Here an emotional scene takes 

glace (violin music in 
ackground please), the whole 
of the CRASH Team gathers 
round, Olt {that's one hell of a 
weird name), Roger {brackets) 
Kean, Derek (sorting out Morkin 
and Doorndark) Brewster, and 
Matthew Ufftndell (that can't be 
a real name can it)? 

Roger {big hunky man) Kean 
asks who it was who took the 
photo of Lloyd, They all close in 
with an air of suspense as Lloyd 



Here are & few lively bugs from ANDREW MUPftA Y, Wast » 
Wtckham, Kant. 




FORMER 

MICRO-DRIVE TRANSFER UTILITY 
48 K Spectrum 



Transformer is an automatic Microdrive Utility for your 
48k Spectrum, Transformer enables you to transfer 
most of your software onto Microdrive at a touch of a 
button. No prior knowledge of machine code or Basic 
programming is required to operate Transformer. 
Transformer is GUARANTEED to put an end to the 
majority of your Microdrive transfer problems. 

PRESS REVIEWS 

How to fast toad hits on a Spectrum. AH that tedious messing about 
with asAcmbters is a Jhrng of the pasi with Tt ansfewmer. 
— YOUR COMPUTER 

This utility is a dream to use — MICRONET 800 

Of »H ihe utiliices r u**d This * <ho omt I fweWed. Its ease of use 
me-ans t ha? it can be amptoyedby almost anyorwh mvaluobto lonovica 
and for the BKporjaneod Microdrive user. — CRASH 



Send to:- ACS Software PO Box 608, Bfackhearh, S£3 7ER 

Please supply copy /copies TRANSFORMER @ £8.95 each 

I enclose cheque/pasta/ order for£^ 



rt/sme;.. 



Address: 



, Post Code . 

Post and Packing included 



props himself forward and 
whispers the final words of a 

oreatmanf?: 

vVell' {Yes he'd caught a drastic 
case of Well itis from Robin 
{blurred) Candy). 

■****»** says Oli (six 
asterisks, that'll get you 
thinking), 

' WELL', saysRoger Kean — no 
brackets!! fit is catching' 

BUT WHAT WILL HAPPEN 
NEXT? 

Witl Lloyd rise from the dead? 
Who cares? 

Did he really exist anyway? 
Who will get Lloyd's desk and 
money? 
Who is the Ultimate team? 



Who will win the World Cup? 
Will I get the star letter? 

None of these answers, but 
others, will be answered in next 
munfs episode. Only in 
CRASHTY 
Craig Stewart, Plymouth 

WELL, one's answered anyway 
— no tetter of the munf for you. 
LM 




W fM 1 1 -J * i iW JTM 



': Fjrst_cpmp^fiy in all UK. to introduce while-uwait \ 
': service. Now Heat to offer an international repair service. : 

«( have oome atrtisSi n firni that will be intne ihjui wiling to advise you ri-, lo Imu • 

to remedy your probWm, They art called MANCOMP. and as well as repairing : 

; iaurty Spectrurm, W» alvo quite U'illi/iy lo dfeCuM vour probte-riks with db \ 

: you. end offer reasonably cheap, and (move importantly) cofHfd cut& jF : 

\ PHIL ROGERS !'«* A Poke' I 

"POPULAR COMPUTING WEEKLY" : 
.UiiMrylWSWollVNnlJ. 

: d^ M^i Spwctnim btew recently. I took i( !o Mancomp ulm feflfd i1 m etifa A • 

i W minutes? And for less than 1 1 0. TVvare local, clued up, and brindirKlJy efficient J : 

COMF1 1 1 ;R . i i| UMN4 HEATONS - 

i "><••. 1 1 \ 

CI 3 Hi' firm at least can u^unfly nftvct any necessary 1 repair nve* the countei in 
forty five minutes. Basrd in Manchester Mancomp can offer what .is 



arguably rhf i^tcvt turnaround in thtf 



if, mcincomf) can offer what is *m 
« business to personal cutters _P 3 
("RASH MAGAZINE. JUNE I W> W Z 




= • PHONE/SEND SPECTRUM 

= FOR FREE ESTIMATES. ENC£ J .80 (U.K. I.Q-M. EWE, €>l) 

= £250 (EUROPE/SCANDINAVIA) 41 NO HIDDEN 

= HANDLING CHARGES •24 HOUR TURNAROUND 

| 4» OPEN TILL 7 PM. MON - SAT • K EYBOARD 

\fj MANCOMP LTD. FAUITS 

_■ <D*plC/ ). Printworlt* tan«, 

Manchester MI1JJP. 

i Tel: 061224 1888 




CRASH August 1985 49 



NAUGHTY CANDY 

Dear Lloyd, 
i Please tie Robin Candy up and 
1 stop him from revealing tips for 
new games, some of which are 
not yet a few weeks old in the 
shops, I bougbtShadowfire, and 
spotting the review by Robin, I 
read it and tried his methods. 
Lo and behold, little over an 
hour later, game completed! 
What a waste of money. I've two 
choices: either stop buying 
CRASH; or hire 'The Jackal' to 
rub out Candy — and I can't 
afford the second option. 
P Morgan, Dyfed, Wales 
PS I suspect the only reason 
Robin gave us all the gen on 
Shadowfire what that it's the 
first game he's ever completed. 

Under great pressure RC has 
requested a personal reply, so 

over to you Robin , , . What — oh 
you've a/ready replied in the 
Playing Tips? Pine, thanks for 
wasting my time. Sorry, P 
Morgan, you'll just have to turn 
to those dreaded PTs. 
LM 



OVERLAY 
PROBLEM 

Dear Sir/Madame, 

•thsagol 
changed my ZX81 for a 
Sped which was all 

made possrble by a windfall of 
cash. ( enjoyed adventuring on 
rrry ZX81, so you can imagine 
how much I was looking forward 
to the infinite chc 
adventures my Speccy woi 
bring. About one month after 
getting my new computer, f 
bought Lords of Mid; 

The game was brill, v 
thought out and with 
im peccabl e b u t there 

was one major drawback - 
Keyboard Overlay provided with 

Fie would only fit my 
Spectrum Plus ill cut it up S 
pieces 

Presumably, the Software, 
manufacturers think that if you 

i 
be good at making your own 
keyboard overlays— - have the 
software comp rod 

that there are two dffifej 
Spectrum?:' lyone. 

who makes blank Keyboard 

ays which I could use on 
my Speccy Plus' 
T Broadhurst, Wytnenshawe, 
Manchester 

The Sir /s fine — a little less of 
the Madame if you pleas el 

Of course the Lords of 
Midnight packaging was all 
done long before the Spec 
Pius appeared on the mar: 
Oven- 
rubber keyed Spectrum, but the 
Plus keyboard isn '; 
reaJly suited to them. 
I don't know the 

•■to this one — does 
anyone? 
LM 



50 CRASH August 1985 



JIMllTEK 

THAT PlCTunC : ) 




MARK StBSON from Ossett, Wast York* caught Robin Candy 
rather wall. I thought. Tho cartoon of Angus RyaN, however, 
had to be censored, sorry . . . 



-J 



HYPER PIRATES 

DearLfoyd, 

1 think I have come up with a new 
theory on piracy. It's a fact that 
not all the games out now are 
really brilliant, most are pretty 
average. Your ordinary pirate 
will copy every game he comes 
across, copying them all, good 
and bad alike, 

Most of the games he copies, 
he will play only once or twice, 
because they are not that 
brilliant. He would play only a 
few games regularly — for 
example f have had a copy of 
Psytron for five months which I 
have only played once, and out 
of my entire illegal collection 
there are only five games I 
would have bought if I hadn't 
been able to get a copy of them. 

If you think about it, money is 
only lost on a game if the person 
who copies it would have 
bought it in the first place. This 
means that far less profit is lost 
due to copying than most 
software houses would have us 
believe. 

Also, the software houses 
may like to know that the harder 
they make a game to copy, the 
more determined the pirate is to 
copy it. So stop using Hyper 
Loads — it would save everyone 
a lot of trouble (including the 
ho nest people who buy a game 
justto find out they can't get it to 
load). 

Thanks for reading this letter, 
and f hope it will change the way 
people think about piracy, 
Long John Silver' 

/ think you are right about hyper 
loads — more a nuisance than a 
protection, but it still doesn't 
answer the central problem that 
the more people copy games 
illegally, the less money there is 
for the software house and the 
harder it is therefore for them to 
continue making games. 
LM 



LETTERFROMAN 
IDIOT 

Dear Bloyd Diagram, 
I'm a very rich Spectrum owner 
who buys lots of incredibly 
expensive games every day, and 
I now have 2,567 tapes in my 
collection. I also wipe my nose 
with budget game inlay cards, 
and keep warm in the winter by 
burning Cray supercomputers in 
our back garden which just 
happens to be a small area 
called 'Mexico'. 

I really like Ultimate games, 
but they're so cheap I buy lots 
and lots and give them away to 
charities like Buy Ryall some 
new clothes fund'. 

I think your magazine, or 
should J say comic, BASH is 
really fine. Just one or two 
constructive comments to help 
you keep your pamphlet up to 
the standard of my other daily, 
'Mormons Weekly' however, , . 

How about an article on the 
molecular structure on the 
pygmy artichoke's roots? I'm 
sure you'd increase your 
circulation by some. And, as I 
think somebody else once 
suggested, an article or series 
about how to program in Pascal 
(or even Fortran) on theZXBO 
would go down well. 

I would just like to tell you 
what I think of Dobbin Randy, 
but you wouldn't print it anyway 
. . anyway, I'll have to go now 
because my U ncle Ronnie's here 
{he's the President of America 
you know), and he's brought his 
boat with him —the QE2, you 
know — and we're going on 
holiday . . . hang on . . . there's 
two men in white coats here , . , 
get off I ... I'm not wearing that 
thing!,.. Ill just sign off. ... 
Stephen Nolan, Walton, 
Liverpool 

/ admire the strength of your 
nose to cope with those stiff 
inlay cards. A CRASH cooking 




column (featuring pygmy 
artichokes) is very much on the 
cards, I'm told. Graeme Kidd, an 
expert on budget price cuisine 
and author of 5,000 Things To 
Do With A Tea Bag (a companion 
book to my famous Long Word 
Dictionary) is planning 
something along these fines. 
Enjoy your holiday— /hope the 
stay won 't be too long . . . 

SEX MADMAN? 

Dear Lii . 
A question to all those CRASH 
adventure ■ low 

many of you would buy an adv- 
enture based on that britlta 
Jomaie Madonna? A fV 
Ocean are bringing o 
F rankse game, and 'I'd like to do a 

i market research be f i 
bring out my Quilled adventure 
entitled Like the 

(It'll be good, I 
uuarantee it, since I love 

vhy haven't we seen a 
picture of you in the mags 
Mr Lloyd Manynsrrw' Pert,-, 
you did appear m CRA 

young speccy 
own ing fe ma fes wou id st< . 
the Ludlow offices in a Ire- 1 
von. Or maybe you are 
an . 

Uke Milton Keyi 

R Hogg, Pentlergeer. Swansea 

Keynes in my life, the 

ifsv&n 

because thereare quite a few 

<1 we 
' 

■ 
hate being photographed. 
Any,.. iing' 

Snfto 

myone'sp\ 

of me mid thus iose the mystery 
ent that mat 'jper 

star (look what happen ■ 
■< Candy), 

A SOUND RATING 

Dear CRASH, 
Now that you have, at fast, 
altered your rating system so 
that the Overall Rating' is no 
longer an average of the others, 
could you give some sort of 
percentage rating for sound so 
that we can see how good the 
sound is. Describing it in words 
is usually pretty vague. 
S J Hawryfak, Tunbridge Wells, 
Kent 

The trouble with Spectrum 
sound is tha t it depends so much 
on your individual computer 
and its type. The Plus sounds a 
lot louder, for instance than the 
rubber keyed version. And then, 
we tend to hear whatever sound 
there is with various add on 
amplifiers and things. When you 
hear it without (if you haven 't 
got anything) you will probably 
he disappointed. However, your 









L 



request has been passed on to 
Those Who Decide Things, and 
we'll see what happens. 
EM 

GOOD VALUE 

:oyd, 
f have read with interest some 
the letters in Forum, which 
contain complaints about the 
price of software. Welt. I'm sick 
and tired of people moaning mat 
ihis game or that game is too 
expensive. 

&&, ten pounds is a bit 
steep for a game, but it is well 
worth it if the game is fab. if you 
spare a thought for the 

timmers, then you realise 
just how much work they have 
to put in. On some of the top 
games, programmers spend up 
to a year getting the game to 
perfection, and if the game 

: be a flop, then that's an 
awful lot of -ffort 

was' 
The-best thing to do when. you 
i ien pounti •'.. i have 

a look at the review of it in 
CRASH, an 

shopkeeper if it is good. Maybe 
if you "re lucky the sho> 

t Out 

computers. The i jj the 

game,. you ram buy it,. 

the knowledge i; 

every penny. 

Scott Ashley , Grantham. Lines 

Value is always a relative ti 

If you compare g 

pop singles or even paperback 

hooks J think they 

pretty well, given that they are 

sold in m uch smaller quan , 

/ mean, I can read the avert i 

ween £?.35and 
£2, 95) in a day and a /.- 

'obabfy never read it again. 
... 

might 



U& NON-U 

Oear Lloyd, 

After reading last month's 

CRASH, I thought I would send 

you a list of IN% and OUT's, 

which seems to be the 

fashionable thing to do at the 

moment. Here they are: 

IN 

Fastloaders 

War-games 

'Officially licenced games' 

Denton Designs 

Huge plastic or card cassette 

cases 

Sequels to games 

The Games Workshop 

Angus Ryall 

The good old shoot-ermup 

Monty Mole 

Adventure International 

OUT 

So-called 'Mega' games 

Helicopter games 

Matthew Smith 

Quilled Adventures 

Placing ads in mags for games 

12 months before they arrive 

Elite 



JSW pokes 

Budget software 

Platform games 

Olympic tyP e games 

Ziggy 

James Lea, Rugby, 

Warwickshire 

Hmmm, an exercise of dubious 
value, but fun alt the samel I 
suppose after the 'Bop as you 
Zap * spate of letters, an In/ Out 
series is in order. And talking of 
8 A YZ, here's a letter that starts 
off... 



WB Have regfer KB£ D ;- 
give ||S a 3¥ear K ,fc 

• ^ _ jo*"!** LurnXdY 
And a i> iDt > #f aE w i« 



Get the idea, amigo? Anyway, a 
couple of points:- firstly, why do 
all these wimps complain about 
all the gorgeous, gory pictures? 
Personally, I adore them, 
especially the ones featuring 
well-built cave girls. 

I noticed you said in issue 18 
tha* Jeremy Kimmons started 
the Bop ... etc off. Well, credit 
where credit is due, 1. always say, 
and I notice that, as Mr Kimmons 
says in issue 15, John Tapper 
was the first to realise that the 
sound of the Spectrum was 
seriously in need of 
accompaniment Why 'Bop as 
you Zap'? Why not 'Jive to 
Survive', 'Dance as you Prance 
or 'Jump as you Thump' . . . ? 

Adieu for now, remember the 
ransom and hurry up — he's 
getting on our nerves. Yours, 
The Fiat Strada Bandidos 
(address witheld for obvious 
reasons) 

Sorry lads, you're out of luck. As 
far as we're concerned you can 
hold onto him. 
LM 



IT'S A FAIR BOP 

Dear Lloyd, 

After scanning through the 
pages of the Earth-journal 
CRASH, I noticed various letters 
from Earth-beings telling you 
what music to listen to whilst 
playing various Earth computer 
games. 

However, it is evident ihat 
your Earth- programmers also 
enjoy listening to music. For 
instance, did you know that 
Ava/on and Py/amarama are 
both songs by earth-group Roxy 
Music? Is Steve Turner really 



There are more examples of 
song titles being stolen for game 
. names. Wild West Hem by ELO, 
I Locomotion byOMO& 
someone else I can't remember, 
Ghostbusters by Ray Parker 
{does this count?), A View to a 
Kill by Duran Duran {does this 
one coun t either? '), The Forest by 
the Cure, Here Comes the Sun 
by someone else I can't 
remember. Confusion by New 
Order (Incentive can't spell). 
Complex by Gary Newman 
(neither can Legend), etc, etc.. ,. 

A few bands have had their 
names nicked as well: Icicle 
Works {by Statesoft) and 
Tubeway Army {by Crystal}, 
Even guitarists aren't safe. The 
Edge of U2 has had his name 
pinched by what used to be 
Softek! 

Another interesting 
connection between the 
computer game and music 
'scene' (I believe this is the 
correct earth expression! is that 
they are both obsessed with 
charts, will we see the software 
industry afflicted with the same 
problems as the music scene, ie 
awful bands like W**m and 
Sp*n*'u B*ll*t selling loads of 
records just because they spend 
Emega-bil lions on videos and 
marketing? 

Nemesis The Warlock, Planet 
Murduk, Nether Worlds 

What's in a name, la/ways say? 
I Mercy me, that's another thing! 
always say j. 
LM 





BOYS, BOYS, 
BOYS 

oyd r 
I'm writing to complain abi 
how there's no good computer 

,2ines for girls. I think 
dreadful 

■e Ihe ZX Spectrum 
because there are lots of games 
be for 
boys, not girls. My brother gets 
CRASH and I read it, b. , 
boys, boys, boys all the time, 
Elizabeth Chatfield, Gosporr, 
Hampshire 

A in'', t 

ff'uf there 'i 

boys as well. My 
sister (did you know I have a 
sister?) gets KNITTING 
MONTfii Y and I reac 

/opd patterns, b- 

■ 
define what makes a game 

■a for boys. 

dame for girls. 



HELP!! 

Dear Lloyd, 

Just thought I'd drop you a line 
to tell you that I'll never be able 
to write a letter to CRASH. 
Want to know why? 

1) I can't write massive letters 
like June 85s Letter of the 
Month, because 

a) I haven't got any CRYSTAL/ 
DD games 

bfl can't afford games like 
Knight Lore or Alien 8, so J can't 
compare them 

c) I can't write about HYPER/ 
TURBO loads, because they 
weren't even thought of the last 
time I bought a decent game 

2) I can't write to Mandy Candy, 
because the only playing tip I 
know is Infinite Lives on JSW 

I not very original, eh?) 

3) My pen is running out. 

So there 

Anton i Perry man, London W2 

Sometimes it's such a shock 
when you come up against this 
level of deprivation. I'm sure Mr 
Candy would be Just dee- lighted 
to receive your JSW pokes, 
Antoni, after all, he hasn 't had 
an y of those for such a long time 

LM 



A f#w bugs from J BROAD, Oxford — strange how *© many 
hugs beg for £12 . , . 



CRASH August 1985 51 




PAY RISE TIME 

Dear Lloyd, 

I think it is about time you got a 
pay rise. I mean all the hard 
I letter writing and criticism from 
Robin Candy and readers can 
turn a man into a pea-brained 
lunatic, so Roger Kean start 
thinking and give 'old' LM a pay 
rise (or at least a bonus), 
Robert Tanks, Hollywood, Nr 
Birmingham 

fa/most made this one letter of 
the month/ Of course, Roger 
Kean is no longer my boss as he 
has gone on to pastures new (for 
his poor record they ha ve 
demoted him to ZZAP! 64 
magazine). New Editor Graeme 
fdodis, if anything, a harder task 
master (boos offstage) and he 
hasn't forgotten my criticism of 
the phrase CRASH-SMASHED. 
Rucks of problems ahead for 
poor Lloyd, I can see, tut, tut, tut. 



BRAIN CELL II 
DANGER 



Dear Lloyd, 

In response to Martin (Wally) 
Chan's letter about Sri 
adventures, if the little tw; 
half a brain ceil he would know 
that arcade adventures tax your 
I sic). He probably doesn "t 
like them because he can't do 

How can you compare the 
'■assiappj. with 

a g ood ha rd arcade i , i 
like Dun Dar&ch? If he attempted 
to do an adventure he wc 

Probabfy wear his brain cell out I 
lease, Martin, could you try.an 
arcade adventure and see how 
good they really are, 
Andy HolJingsbee. DursJey, 
Gloucs 

Most people I have ce 
who have had 3 go at 
adventure: <>wi/!tngty, 

i Uctrve 
w hours p/a] 
9 que .''ting that cell 

moving. 
LM 



NOT A POEM, 
MORE A SONG 

If there's something weird in 

your machine code. 

Who you gonna call? 

CODEBUSTERS! 

If you have a game, and it just 

won't load 

Who you gonna call? 

CODEBUSTERS' 

! ain't afraid of no code 

If you're seeing things running 

'cross your screen 

Who can you call? 

CODEBUSTERS I 

If it's headerless and it turns you 

green 

Who you gonna call? 

CODEBUSTERS! 

52 CRASH August 1985 



If you're all alone, hook up the 

'phone 

and call CODEBUSTERS f 

! ain't afraid of no code 
I hear the game won't load 

I ain't afraid of no code 
Yeah! Yeah! Yeah! Yeah! 

If you haveadoseofturboload, 

baby 

You'd better call 

CODEBUSTERS! 

Hacking makes me feel good! 
I ain't afraid of no code 

If you've messed up the bytes 

And the screens won't load up 

right 

You'd better call 

CODEBUSTERS! 

Who you gonna call, . , , 

Anon, Somewhere in the 
Universe 

With sincere apologies to 
anyone who maybe offended/ (f 
thought I had banned poetry, 
and calling it a song is no way to 
get round me j. 



MAKING LIFE 
IMPOSSIBLE 

Dear CRASH, 

You received a letter the other 



month that caught my eye. It 
was by M Aid ridge. May I just 
say that although piracy is very 
bad for the software industry, it 
will never be stopped. 

It is the same as any other 
form of copying really — can 
you imagine what would 
happen if everyone in the world 
stopped taping records off the 
radio, photo-copying articles 
out of magazines and books, 
taping films from the local video 
hire shop etc.? It just would be 
impossible. 

You may be asking where 
does the letter M Aloridge wrote 
come into it? He says you should 
stop printing details of the 
control keys for games. I don't 
think this would be a very good 
idea, as some people like to 
know what kind of key layout the 
computer has, and some games 
do not include the keys with 
them. 

On another front, how about 
bringing Terminal Man back? I 
know you got a few letters from 
some KGB trainees saying you 
should stop it, but it is obvious 
that this minority of killjoys just 
want their own way, so go on — 
bring back some entertainment 
to your wonderful magazine. 
Kevin Bore, Ealing, London 

We'd love Terminal Man back, 
but the problem lately has been 
Oliver Frey's time. The four 
pages of comic strip took up so 
much time, and (although this 
isn't widely voiced abroad) he is 
also Managing Director of the 



company, so he's quite busy 
with other things apart from 
artwork. 
LM 

TELL ME I'M 
WONDERFUL 

Dear Lloyd, 

For the first time ever f have 
actually c: , Spectrum 

program. I was so pleased, I 
cai led Melbourne Ho use to tell 
them how much I enjoyed 
Starion and discovered that I 
was the first to complete it. Did 
'hey offer me a Porsche? Not on 
your time-warp matel A mini? A 
t of Polos? , . . not even so 
i as a 'Congratulations'. 
Won't anyone boost my ego 
and tell me howwonderh.il 1 am? 
Barry Blitz, London SW9 

Barry, you are wonderful. 
LM 

PEN PALS NEEDED 

I am fifteen years old, and have a 
4SK Spectrum, lam also 
interested in machine code and 
would like to hear from boys and 
girls of any age — replies 
ensured! 

Adrian Kok, 07-123, BLK314, 
Mougang Ave 5, SINGAPORE 
1193 





SPECTRUM - COMMODORE 64 - AMSTRAD - MSX - BBC MODR 8 - COMPATIBLE 

TELEX 628332 GAME G TELEPHONE SALES 051-709 4462 

© "NODES OF YESOD" IS A COPYRK3HT OF OD5N COMPUTER GRAPHICS LTD 



STARIONMkll 

Dear Lloyd, 

I am writing to you in the hope 
that you will publish my fetter to 
warn other CRASH readers to be 
careful before buying the game 
Station by Mef bourne House. 

After reading your review of 
the game I went out and bought 
it J loaded it up and was amazed 
by the excellent graphics and 
the cunning idea behind the 
whole game, But three days 
later I found about ten faults 
with it and most of these faults 
contradicted the instructions — 
or weren't even mentioned. 

'Oh No! ', f thought, 'Have 
CRASH gone crazy, giving the 
game 94% 7 But then I 
remembered reading a letter in 



you r magazine about som ebody 
who had bought a game that 
was a pre-production copy, so I 
wrote to Melbourne House 
explaining what was wrong with 
my copy. 

Two weeks later their reply 
came, explaining that the first 
issue of Station was more 
difficultto play than intended. 
And the only way to get extra 
hulls was to get a sufficiently 
high score. 

They also told me that a new 
version of the game has been 
produced which lets you 
replenish your oxygen and fuel 
when landing on a planet with 
the right cargo. They went onto 
say that if f returned the game 
they would exchange it for the 
new version. 



So anybody thinking of 
buying the game — ask to see it 
on the screen. If it's got yellow 
lines on the X-Z and Z-Y 
scanners, it is the new version. If 
it hasn't, it is the Issue One 
version. 
Adrian Mc Kenzie, Hoyland, Nr 



Thanks for the information, 

Adrian 

LM 



SLIME RETHINK? 

Dear Lloyd, 

Could you please do something 
with your Hall of Slime. It is 
impossible to use! For instance, 



the fellow who claims to have 
completed Bugaboo in 4 
seconds must have had a turbo- 
charged Flea! He is a Juna-tic, 
Hah-hah. Do you get my point? 
Robert Lines, Gosport, Hants 

Point taken indeed, Robert, We 
might well change one or two 
things within the slimy hail, 
perhaps specifying certain 
games for scoring month by 
month. This gives a better 
chance of checking the scores 
out than at present, but I would 
hate to stop people from 
sending in their scores on any 
game. Problem with that is, 
obviousfy, there isn't reai/y the 
time to scrutinise the figures, so 
t ha ve to trust in you lot — hahf 



Top Bug Box prize this month goes to RICHARD HARRISON 
from London SE23, who aunt in two 'funnies'. I'll use one 
this month and next issue it's THE ADVENTURES OF ROBOT 
LLOVDf, which had mm in stitches — wmftands«e. . , 








/S<j@- w*«_. ~~"*>v 
\8efM puff.»s f-cp'- t*fj 


o S(^ 


- 





54 CRASH August 1985 









MAIL ORDER BURN 

Dear CRASH, 

I have something lo say about 
Micromania, tn issues 13 and 14 
J saw the advert about Project 
Future, f thought the game 
looked good, so f sent for it on 
i8tn March, direct to the 
manufacturers (as it was my first 
issue of CRASH I hadn't worked 

i out how to use the CRASH Mail 

l Order form). 

On April 19th my Mum wentto 
the bank to see if Micromania 

I had cashed her cheque for £6,95 
as i still had no received Project 
Future. They had cashed the 
cheque on 17th March. So I sent 

[ a letter complaining that the/ 
had received the money but 
hadn't sent my game. 
I still haven't had a reply, and 1 1 

| would be grateful if you could 
advise me what to do. 
Carl Alston, Chorley, Lanes 

Micromania has ceased trading, 
and its proprietor, Dominic 
Wood, has informed us that he 
has gone into bankruptcy. I don't \ 
know at this time whether there 
has been any further action on 
the matter. But it does mean that 
you haveprobabiy lost your 
money. Micromania was not a 
I urn i ted company, however, and 
Dominic is therefore personalty 
i table to pay your money back, 
but this process is likely to take a 
long time and be very 
complicated, and you would 
obviously be best advised to see 
a lawyer — somethinq, 
however, that might end up 
costing more than the original 
price of the game. 
LM 



COMPLAINTS 

Dear Lloyd, 

Unfortunately. I am writing to 
point out to you three of my own 
criticisms: 

1) Cassette packaging. About a 
year ago, nearly afl software 
came in standard cassette 
boxes, which could be stored 
neatly in far from expensive 
audio cassette racks. But now 
most software that's worth 
having comes in boxes of 
differing sizes and these 

Cackaged easily o,et tatty and 
roken. One obvious example is 
the box for Everyone's A Wally 
which could be very frail. 
2) Loading screens. Although 
some loading screens are very 
attractive and interesting, surely 
they are a waste of time. AM they 
do is make the loading time 
longer, J for one would like to see 
a quicker loading program man 
a longer one with a loading 
screen. Recently I was trying to 
load Wriggler, and the loading 
screen went wrong, But instead 
of trying to load it again I let the 
program continue and it 
worked. Usually I would have 
tried to load it again and wasted 
my time — so, are loading 
screens really worth the bother? 
3] Softa/d, It is a very good idea, 



and for an excellent cause, but 
some of the programs are very 
hard to load. One of my friends 
has to use three different tape 
recorders to load all of the 
programs. Another of my 
friends cannot load three of the 
games on the tape. Normally he 
has 1 0X) percent success with his 
tape recorder. 

I know several people who 
were going to buy the program, 
but didn't because of the loading 
problems. Surely the quality of 
the recordings could be 
improved which would result in 
more people buying the 
cassette, thus raising more 
money for the fund? 
Richard Tayfor, Winchcombe, 
Gloucs 

J agree with you about 
packaging, but software houses 
are up against what is called 
consumer appreciation', which 
put simply means 'grabbing the 
eye — hence the bigger boxes 
if or which you ha ve to pay a little 
more of course). The trouble is 
that there are plenty of surveys 
m existence on this subject 
which tend to prove that bigger 
and better looking packaging 
does sell m ore effectively. 
In some senses loading 
screens are a waste of time, but 
they do add to the fun of a game, 
and jf done properly, shouldn't 
take up much time. As far as 
Softaid is concerned, if you 
Co sider the problems everyone 
seems to ha ve in loading games, 



A DARK DESIGN 

Hello Lllloyd, 

I am writing to you • 

know) about that bunch of 

wafUes down at Design Design. 

Why • 
name from Crystal? What 
happened n 
programmers, eg Mei.l 
Mottershead and Mh 
Horsely, cos f haven't heard of 
them since Crystal became 
Design Design. Did Big Simon 
boot them out (what a hideous 
thought)? And what happened 
to Return of the Things? 

What do you gel if you cross 
Big Simon wiiti a Qgri 
Answer: a Thick Gorilla! 

Sarrousiy, is it just Biq Simon 
and Graham .left at Design 
Design, or have ifted 

other walfies? How p 

: and still mi 
to sell games? ts Dark Star really 
that good? Is Big Simon re 
that big? As big as 'Kevin 1 
Why am I asking all these stupid 

• i oris? 
Andrew Cordon, Clophif l, 
Bedfordshire 

herf is lot together, 

ham Stafford 

waltzed if) with 1 ■ rkmg 

> f Design Design's n, 

t suppose it isn't surprising that 
a compilation tape would only 







from the horses mouth fs 
speak j: Cwysta) became DD 

es with 

Neil is 
king (would you believe ft?} 

some highly secret work 
banks (keep your eye 
then dek horror 

■ 

to Return; yes: 

r ? Cfr ' ;$, although 

they , vord'loo' 

ftp Johnny Huntley, 1/1/ 
andPsiino, dot 

atfvi 

theAmstraei-if)d'\w Na K 1 . 

K there am we or 

nned 
toefon 

R u n; yes, Simon is Rb"A L t 

Storm* 

■isibihfyforthi: 
my an 

my. back as 1 wi 
LM 



multiply those problems. 
LM 



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CRASH August 1< 



MORE FAIRS 

Dear LJoyd, 

1 wish to see a ZX Microfair in the 
South West, or else me and my 
army will get angry and say rude 
words. I cannot visit the fa 
London as I am only an 
underpaid and overworked 
paperboy (I'm sure you'll 
sympathise, Lloyd), 

I also wish to know if I can 
order software from a previous 
edition of your magazine via 
your mail order service, 

not writing a lot as I can't 
spell anyfmk write! 
Truk, Wembury. Devon 

Can 7 help o ver the Micro fairs, 
I'ni afraid, as they're nothing to 
do with us. As to the ma/'f order, 
you can order anything you lite 
as fang as it hasn 't been tfe 
by the software house. Mail 
order queen, Carol Kinsey, WW 
try and get anything going (well 
she has to}. 
LM 



ADVENTURE HELP 

Dear Lloyd, 

Just a note to say I'd like to offer 

help with adventures — if 

anyone would like to write to me 

at 33 Glenburn Road, Uitenard, 

Northern Ireland. 

Darren Mill in 

You don t know what you're 
letting yourself in for! 
LM 



RESTRAIN OU 

Dear Lloyd, 

I am writing to complain about 
that naughty man, Oliver (I like 
drawing nude women! Fray. 

I am referring to issue 17 of 
CRASH, page 1 1 5 where at the 
bottom of the page he drew a 
topless mermaid, I had to rip 
CRASH out of my younger 
brother's hands, risking torn 
pages, but luckily CRASH 
escaped unscathed. Which is 
more than can be said for my 
brother's wandering mind! 

I also distinctly remember 
somebody else writing in, in an 
earlier issue, to complain about 
Oli's revealing drawings. Please 



restrain Oli when his mind goes 

wandering — it will save a lot of 

embarrassment. 

Richard Cullen, Leeds, Yorkshire 

fs that a wandering or a 

wondering mind your brother 
has? Oddly, you don't seem to 
have objected to the naked 
Frankies on the cover of the 
same issue! 



THE GAME'S UP 

Dear Lloyd/Robin Mangram/ 
Candy, 

THE GAME'S UP, I've found out, 
Lioyd Mangram and Robin 
Candy are one and the same. 
The nasty comments between 
the two {make that one) are a 
dead giveaway. If they were 
different people how could they 
fit the comments into the middle 
of each other's articles? 

It was just a cover, And isn't it 
handy how Lloyd hates having 
his photo taken, and the only 
one of Robin is blurred? Why 
this double identity, you ask. 
Well, two people means two pay 
cheques . . . whoever this 
mystery person is, he sure is 
greedy! 

Marcos 'Sherlock' Sullivan, 
Bristol 

Sorry, Marcos 'Lestrade of the 
Yard ' Sullivan, you couldn 7 be 
further from the truth. For one 
thing Robin is a mere slip of a 
Ludtow school boy aged 15 
(just) and that 'blurred' 
photograph is a piece of graphic 
art (supposed to be more 
'groovy' than a normal pic). As 
for fitting comments into each 
other's articles — okay then, I 
own up, I have been fibbing a bit 
(shock horror), I don't really 
have to write on a 1$22 Hermes 
typewriter all the while, but 
what's worse, (have to share an 
Apricot computer with the 
Candy man. When he comes in 
after school he looks at any of 
my files and adds things to 
them, so I'm forced to return the 
compliment when fget the 
chance, which isn't that often, 
because I'm not in the CRASH 
Towers that often. So there. 
LM 



I received three excellent cartoons this month. Thh one'* 
from OLIVER ROBERTS, Aldershot, Hants. I think it's gnat. 



-<%& 







m 




_jp \ *mk J \ &_ 




THE Oil -BUGS GET 


FIT J 





Dear Lloyd, 

You never print any letters from 
girls in your magi Don't you get 
any? I wrote one and you never 
printed it, and it was better than 
most of the rubbish you print! 
Don't ignore this letter. 

Anyway, your mag is great. 
Lisa Gittins 

Nope, I never print letters from 
girls — next complaint . . . 



Greetings LM, 

As you may or may not know. 
Micron et has just launched the 
amazing Gallery service on page 
323, Th is al lows the users to edit 
their own frames (up to 26) and 
have them displayed in their 
own mini database. 

Having got my grubby paws 
on a few pages the big question 
was 'what do I put up?'. The 
answer came to me in a flash. 
With the start of your Comms 
section in Tech Niche, there will 
be a host of new users who will 
be logging on to the Net to see 
what they are missing. 

With this in mind, I have 
decided to launch a Spectrum 
new users section, to help with 
any problems that new users 
may encounter, At the time of 
writing, the pages only contain 
Diplomacy news but I hope to 
have the new pages up by the 
timethisis printed. My area ison ' 
323000054 and any requests for 
help can be sent to me on my 
MBX number 014453676, 
addressing their messages to 
Dark Star 
Daniel Merchant 

If! understood the first thing 
you're saying, I'd answer it t 



Dear Lloyd, 

I'm just writing, miserable kil Ijoy 

that I am, to complain. 

Great Mag, yes {I even have a 
regular order at the newsagent] . 
But one thing mars my 
enjoyment of the best 95 pence- 
worth on the market The Hall 



of Sfimel 

Who are these posers? Why 
do we need a list of every game 
they've ever played? Why not 
lust a simple high score chart? 
Why don't ships sail off the end 
of the world? Why isn't Eugene 
Evans {remember him) Prime 
Minister? How about a T-Shirt? 
D Green 

Oh look here now, I've already i 
said I might do something about 
the Halt o f Slime, what more can I 
an underpaid minion do?! As to 
your other questions, I know I'm 
amazing (get off the keyboard 
Rob in I, but I've never won 
Mastermind you know. 
LM 

Dear Lio> 

I think CRASH is an excellent 

magazine, but I have an 

improvement you could make. 

Put in the back of your magazine 

a list of all the software 

available for the 16 and 48K 

Spectrum, also showing price, 

CRASH Rating and the 

Producer, 

Mark Dawson, Woodbridge, 

Suffolk 

In early editions of CRASH we 
had something called 'The 
Living Guide ', which did all the 
things you have just mentioned, 
but ft took up so much room we 
had to stop it. There was always 
a plan afoot to reinstate it, but 
the longer it was left, the more 
frightening the volume oi work 
looked) I'm not saying your 
suggestion is a bad idea, just 
that it would look so boring. Still 
— another upwardly mobile 
suggestion perhaps . . , 



Okay, that's it for this month— 
famous Lloyd Mangram Outro 
time, otherwise known as 'The 
Show Robin Candy How to 
Write a Good Bye Line' time. 
Goodbye. 

Lloyd Mangram is a division of 
Candy Incorporated, and can be 
reached by writing to CRASH 
FORUM, PO BOX 10, LUDLOW, 
SHROPSHIRE SYS 1DB — or via 
our Micron et MBX {see 
masthead). 




BUT MOT WITHOUT,,, 



conSEGHiENcESl 




56 CRASH August 1985 



Cn-rvg.K sgflErrrS 'rm du gfter mm' 



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as; 



i 




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siinir 



iinwnii"" 11111 



from ROBIN CANDY 




Another month has passed and that means that I must think up a 
couple of totally boring paragraphs that pass as an intro fust to 
please the powers that be (incidentally the powers that be have 
now defected to Zzapl, I always knew that there was something 
strange going on when I noticed that the offices were gradually 
being taken other by alien items — namely CBM 64s — and I caught 
Lloyd Mangram talking to Mark Roberts the other day about what 
prize he would want for letter of the month). The Minttips dept has 
finally got off the ground: even though it is a bit small this month 1 
expect it to grow to about a quarter of the Playing Tips. 

Once again the Playing Tips are under attack (see Forum) but I'm 
sure many of you would agree that it is quite nice to have reason- 
ably up to date tips, pokes and maps. I try not to give the whole 
game away in one month because that isn't fair to the software 
companies, but what do you do when some people are crying out 
for MORE up to date tips while others are complaining that you are 
too up to date? 

At the time of writing (30th June, a Sunday, after dinnor and 
almost 3pm) there don't seem to be any problems (touch wood) 
with the pokes that were published in issue 18, and hopefully the 
ones published this month will be okay. This month's intro doesn't 
seem to be as big as last month's but I hope the stacks of tips and 
pokes will make up for it, Just before the main bulk of the tips start I 
want to say publicly that I was promised a new Playing Tips logo for 
this month (Derek Brewster gets new Signpost logos almost every 
other month) but I won't know whether or not I've got one until you 
read this. (Oh get on with it— Ed} 



FINDERS KEEPERS 

These tips were sent in by C 
Ferguson of Bournemouth and 
they detail how to escape from 
the castle. 

All you have to do to escape is 
to collect the sulphur, charcoal 
and the magic flame. The magic 
flame can be found through a 
purple door in the cold upper 
maze. Next enter the green 
door, which is further up the 
road and you can buy sulphur 
off Anna the trader, Now go to 
the bottom left comer of the 
maze and go through the white 
teleport, You should now be in 
the Slimy lower maze and just 
above you is a golden door. Go 
through the golden door and 
you should be in Gort the 
trader's room where you can 
buy charcoal and a trans mat 
key. Now go to the nearby trans 
mat room and get teleported 



back to the teleport room in the 
castle. From here go to the big 
puss without boots. Drop the 
charcoal and the sulphur on the 
saltpetre and then drop the 
magic flame. The cat will now 
disappear thus allowing you to 
escape, 

WRIGGLER 

For those of you who can get 
your copy of Wriggler to load 
here are some tips as sent in by 
S Lawry (address missing). 

GARDEN 

Go to the screen with the 
clockwork spider, then go up 
and up again. Now go right 
under the marble but look out 
for the spider. Next go down 
and then left to collect the 
object there, continue left and 
follow the ant. Then go down 
and then right. On the screen 



DYNA MITE 




58 CRASH August 1985 



«<£ 





with the two clockwork spiders 
take the bottom right passage 
then go down and then left. Get 
the abject and you should be in 
the scrublands but watch out 
for the nearby white ant, 

SCRUBLANDS 

Watch out for the spider in this 
area. There are lots of objects 
here so get your energy up to 
maximum before proceeding 
Try and took out for the small 
worm like objects — these are 
extra lives. Now go and look for 
the entrances to the 
underground. If you cannot find 
them then just follow these 
directions, From the screen with 
the Scarecrows go down and 
then right. Don't go through the 
screen with the wasp. Keep on 
going right, past the vertical 
entrance to the underground 
end on the next screen go up 
and then right because there is 
an object. Now go back and 



continue going right. Soon you 
will find a screen with an 
entrance. Go right past this on 
to the next screen and collect 
the object then return to the 
screen with theentranceandgo 
down it. 

UNDERGROUND 
When you get to the vertical 
shaft don't go down. Fall down 
onto lower passage and go right 
but watch out for the ant. 
Balance so that neither the ant 
or the spikes can get you and 
when the time is right wriggle 
onto the moving floor. Now 
carry on until you get to the 
shaft. Go down the shaft until 
you get to the wasp screen. Go 
right to get the object and then 
go back again. Start falling 
again. Don't bother about the 
spiders too much. On the next 
screen go right and down. Get 
off the spiders screen quickly 
and go right. Watch out for the 




wasps and the drips and keep 
on going until you get to the 
room wfth the rising head and 
moving floor. Balance on the 
head until the head and floor are 
together then move right 
picking up any objects on the 
way. When you get to the 
screen that has the head and 
exits leading up and left, go up. 
Carry on for a few more screens 
and you are in the basement. 

BASEMENT AND LIFT SHAFTS 
When you get to the lift shaft 
wait for the lift and then use the 
small colour coded map which 
tells you where the keys are. To 
control the lift use up and down. 
Always drop the key after you 
have used it to open a door. 



When getting key 4 use the 
moving floor until you fall off. 
and be ready with the 'pick up' 
as there is an object to collect as 
you fall. Wait for the ant to go to 
the left of the screen then fall 
down and move right. When 
you get to the moving floor 
again, balance on the rock and 
as the floor moves underneath 
fall down on to the moving 
floor, but watch out for the 
spaceships. 

After opening door 8 use the 
moving floor hut watch out for 
the snake and the drips. On the 
next screen go down and then 
go right to end up in a screen 
with a red blockade. You should 
have now finished the race and 
you will be told your finishing 



DAN start 




«& 



CRASH August 1985 59 








position in relation to the other 
maggots. 

GENERAL TIPS 
The best objects to collect are 
food and extra lives. Don't 
bother collecting grave stones, 
parachutes or the skeleton keys. 



BRIAN BLOODAXB 

For those of you who are 
looking for the Holy Grail and 
the Golden Seat of Power 

Matthew Newman of 
Cambridge provides us with the 



THE HOLY GRAIL 
When you have found the 
Crown jewels you should 
proceed to the snooker room 
and go left. if the Holy Gra'rl isn't 
in here it will be in the room 
above one with the tank, 
scissors. 3 baddies and 2 
bunnies, in the room with the 
ship. Once you have the Holy 
Grail you must take it back to 
the room with the angel and the 
message 'Bring it hither'. Now 
you should get a message to go 
and find the golden seat of 
power, 

THE GOLDEN SEAT OF POWER 
Go to the room to the right of 
the snooker room and it is in the 
bottom left hand corner. 
Normally the seat is white but 
you can't pick it up until you 
have got the Holy Grail. Once 
you have got the golden seat of 
power take itto the well and 
jump down it to complete the 
game. 



STARION 

These anagrams and passwords 
for Starion were sent in by Tim 
Dawson of Famham Common. 
He did send in the solution but it 
is too much to print atl in one go. 
For the first time readers Block 1 
Grid 1 can be found in issue 15, 
Just one last word before the 
secrets are revealed please 
don't send in any more Starion 
solutions! 

BLOCK 1 GRID 2 

AD 1588: ARMADA— Drake 

bowls out the Spanish 

AD 1815: WELLINGTON— Duke 

gets his feet muddy at Waterloo 

AD 0814: EGBERT— Name him 

king of all England 

AD 1883: KRAKATOA— Big 

bang breaks Indonesian toe 

AD 1776: SEAL— Endorse the 

Declaration of Independence 

AD 1587: AXE— Get Mary ahead 

i n Liz's chopping basket 

AD 1764: COAL— What's fuel for 

60 CRASH August 1985 



James' steam engine 

AD 1086: PREFACE— Begin the 

Domesday 8ook 

AD 1965. LEONOV— Weightless 

walker 

GRID PASSWORD: 

SPACEWALK 

BLOCK 1 GRID 3 

AD 1924: HITLER— Author of 

Mein Kampf 

AD 1783: BALLAST— Weigh the 

first balloon 

AD 1879: LAMP— Edison said 

'Let there be light' 

AD 1942; ATOM— Fermi's doing 

the splits 

AD 1547: IVAN— The Terrible 

Czar 

AD 1982: SPECTRUM— 

Sinclair's colour baby 

AD 1901: S— Marconi's signal 

across the waves 

AD 1919: TREATY— Agreement 

in Versailles 

AD 1889: EIFFEL— He towers 

over the World Exhibition 

GRID PASSWORD: ESTABLISH 

BLOCK 1 GRID 4 

AD 1953: EVEREST— Hilary's 

lost his mountain 

AD 1789: CAKES— The 

revolting French are hungry 

AD 1840: PENNY— Buy the first 

black stamp 

AD 1983: AVON— Thrust two 

without Blake's engine 

AD 1986: HALLEY— Bill's comet 

BC 2222 UMBRELLA— Noah's 

getting wet 

AD 1888: RUBBER— Erase 

Dun lop's pneumatic tyre 

AD 1896: AERIAL— Marconi's 

washing his radio 

AD 1565: TOBACCO— John 

Hawkins ss smoking 

GRID PASSWORD: 

PARACHUTE 

BLOCK 1 GRID 5 

AD 1885; PETROL— Karl Benz's 

car won't start 

BC0219: ALPS— Hannibal's 

elephants are here 

AD 0982: ERIC— Red man finds 

green land 

AD 2001 : ODYSSEY— A space 

AD 1949: NATO— An organised 

treaty in the North Atlantic 

AD 1898: RADIUM— Curried 

discovery 

AD 1959: HAWAII Grass skirts 

in the fiftieth state 

BC 0035: ASP— Bites Cleopatra 

in the milky w.-iv 

AD 1895: GILLETTE— Invents 

the safety razor 

GRID PASSWORD: 

ORPHANAGE 

BLOCK 1 GRID 6 

AD 0079: VESUVIUS— She 

blows her top over Pompeii 
BCG064: NERO— He fiddles 
while Rome burns 



AD 1897; ELECTRON— J J 

Thompson's single charge 

AD 1869: TABLE— Rest for 

Me ndeleyev's periods 

AD 1867: ALASKA— America's 

bargain from Russia 

AD 1944: D— Big Day in 

Normandy 

AD 1999: ECLIPSE— 

Momentary darkness, just, in 

Cornwall 

AD 1871 : RIBBONS— FA cup is 

undressed 

AD 1945: URANIUM— 

Ingredient of the atom bomb 

GRID PASSWORD: 

ADVENTURE 

BLOCK 1 GRID 7 

AD 1773: TEA— Getting thirsty 

at Boston pa rty 

AD 1867: NOBEL— Dynamite 

without rinq 

AD 1756: CALCUTTA— This 

black hole is in India 

AD 1851: EXHIBIT— Show off 

great crystals at the palace 

AD 1812: CANNON— Overture 

noise makers 

AD 1922: INSULIN— Pancreas 

gives a hope for diabetics 

BC 0163: ROSETTA— 

Hieroglyphic stone for Ptolemy 

AD 1997: CHINA— Hong Kong 
takes the slow boat 
AD 1042: EDWARD— He 
confesses to being crowned 
GRID PASSWORD: ECCENTRIC 

BLOCK 1 GRID 8 

AD 1796: NEEDLE— Jenners 

cowpox pricker 

AD 1912: ICEBERG— Titanic 

needs a target 

AD 1969: EAGLE— Big bird 

gives a giant leap for mankind 

AD 1920: CRASH— Black 

Tuesday in Wall street 

AD 1066: ARROW— One in the 

eye for Harold 

AD 1953; ORB— The Queen 

shall have a ball 

BC 0543: TRIANGLE— 

Pythagoras has some squares 

AD 1492: BAHAMAS— To them 

he sails the Ocean blue 

AD 0004: MANGER— What a 

messrah — no crib for a bed 

GRID PASSWORD: 

COMBINATE 

BLOCK 1 GRID 9 

AD 1911: POLE— Amundsen's 

southern flag holder 

BC0044: IDES— Caesar beware 

the fifteenth of March 

AD 1805: NELSON— A hardy 

man dies at Trafalgar 

AD 1969: BOOM— Concorde 

goes supersonic 

AD 1900: HYDROGEN— 

Zepplin'sgas 

AD 1454: INK — Guttenburg's 

Bible is too faint 

AD 1837: MORSE— Dashed 



clever telegraph man 

AD 1914: ARCHDUKE— 

Ferdinand shot dead without his 

title 

AD 1682 : APPLE— Newton sees 

the fruits of gravity 

GRID PASSWORD; AMPHIBIAN 

BLOCK PASSWORD: 

AEROSPACE 



ROCKYHORROR 
SHOW 

Martin Stokes of Solihull sent in 
these tips to betp you complete 
the game. Has anyone seen the 
CBIW version? It is enough to 
make you feel sorry for them 

Around the house you will find 
many keys, these keys open any 
door. Also you will find small 
flashing brick- like things which 
are parts of the De-Medusa 
machine. With one of these 
bricks go to the room with a big 
curtain in it and walk up to the 
curtain. The curtain will now 
rise and reveal the De -Medusa 
machine and your friend. Place 
the part you have collected onto 
the De-Medusa machine and 
then go and look for another 
piece. 

Whenever the temperature 
gauge reaches 0, Eddie the mad 
biker thaws out and proceeds to 
race around the house and 
occasionally knocks you down. 



lla-a'i f. t J OTF:) ll! ~> ni < iTK«Kl (TTiTTi 1 



to the freezer room and press 



HmfFTRilliM? 



problem is getting there, Go to 
the top floor and into the room 
with the energy. Now climb up 
the ladder and press the button 
at the top — you will have to 
pass the energy beam quickly 
while rt is switched off 
otherwise you will be killed. Go 
left through Frank n' Putter's 
laboratory and then through the 
next room as well. You will then 
be in the freezer room. A quick 
way to escape from here is to go 
back into the next room and 
press the button that says 
Don't Press the' twice — this 
will transport you back to a 
room on the ground floor. 

When you bump into 
characters they will say lines 
from the film but other than that 
they rarely harm you, but 
sometimes they take your 



I'iI»l<lT-T:tVJ fPfc T\ 



when you collect the object that 
looks like a brain. Beware of the 
butler, Riff Raff, because he fires 
lasers at you when you are on 
screen 




"ALIEN 8", "KNIGHTLORE ', "UNDERWURLDE" and "SABRE WULF" recommended retail 
price £9.95 inc VAT. Available from W.H.SMITHS, BOOTS, JJPIENZIES, WOOLWORTHS 

and all good software retail outlets. Also available from 
ULTIMATE FLAY THE GANE, The Green, Ashbyde-la-Zouch, Leicestershire LE6 5JU 

(P&P are included) Tel: 0530 411485 





jjjj,„,miii.n"''" 



MINITIPSDEPT 

This section hasn't had time to 
take off properly yet but here 
are a few m initios I've received 
this month. 

SPVHUNTER 

James Beaumont of 

st follow 
i j will 

• down and 

' i 

ifyc '.■;. then you Will 
ii>on. 

Matthew Rogers of 

ed a 
I ■"■ weapon;- 

i van 
ashing up. The i 
v start ton 

j this 
u will never crash bui 
- snag; whei 

you will have to - moot 

";t you can 

' o higher le 

r-rar. 

AIRWOLF 

Andrew Hann is of New 

en you go lo shoot or 
the power boxes to op* 



These tips sent in by Neil 
Pearson of Keigbley should help 
you when bargaining with the 
other dealers in Minder. They 
tell you what time each dealer 
will be at their lockups. 

8am; Waring 

Barm Waring/ Page/ TonickV 

Watt 

10am: Page/ Tonick/ Watt 

11am: Page/ Tonick/ Watt 

12noon; Tonick 

1prn: Tonick/ Carr 

2pm: Tonick /Oddgood 

3pm: Takeall/ Tonick/ Carr 

4pm: Tonick/ Oddgood 

5pm Waring/ Carr 

6pm; Waring/ Can- 
Waring/ Carr 
Carr 

9pm: 

Bott 
Batt 

T2midmght Bott 
3ott 
When a dealer isn't in his 

lockup he will be at the 

Winchester Club. 



64 CRASH August 1985 



lUtOf 

the 

x has magically 
reappear ow 

ja«n to gel some more 
ou keep repeating this 

iid up 
some really hiu 

SHORT FUSE 
From Justin Cade of Siaii 
necessary codes to .;? 
- are; 
1000 
2 367 
3157 
4049 
5 281 

DOOMDARK'S REVENGE 
From Michael Evers of Ab 

vjd In a saved aa; 
lords of M^r 

; get 
opening. 

which is in the NE corner of 

fl Kirk. 

KN1GHTL0RE 

David Morhz of Harrow 

W: i om 

drop any e 
the cauldron will nt}\rvr come out 

i 

"'"ill 5 

-' oan walk around ihe 
jom when ever you 
wish even if yoi volf. 



DECATHALON 

Ho ha jr#ss 

When a game has en dec 
press a number from to 9 and 
you should then restart the 
game with three athletes 

means you 
wish 
but after a while the qualifying 

BRUCE LEE 

From Gordon Mackay of 

On screen 15 of the CRASH 
map in issue 16 the.ro are two 
flashing yellow halls. If yc I 
up to then i 

'aw go out of the room and 
rer and do the same 1 

segi :estoget 

extra I 

WIZARD'S LAIR 

From Simon Hayward of 

Stockport 

i idition to the levels 

i Tips there is 3i 
level called LYONS. You have to 

ou have aot all 
tne pieces of the golden! n 

ZOMBIE ZOMBIE 
From Simon Hayward of 

There are two cities in this 

Pame, To get the r p ress 

and with your finger still on P 
press Caps Shift and you will get 
i speech marks. Now 
enter in caps SPACEMAN 



(sometimes you hav 
more than once for. i i 
o accept it i 

•v have a to : 
difft 

VEGAS JACKPOT 

Afistair Mills of Davei 

■won sn 
amount of morn 

be success! u I . I ><y on 

the keyboard and you would 
have either won or Iqs 
have won then take your f mger 
off the Keyboard and repi? > 
again. If you have lost trier i 
your finger off the ki? , 
holding down then quickly 
G and you will afways win 
rne«3 r ■■■ iy lime. you win 

some money you can easily 
gamble il up to the two pounds 
jackpot. 

STARSTRIKE 

The Realtime mafia have at last 
forced me to publish this tip; I 
have had rt for months but I 
keep forgetting to put into the 
tips section. Before I forget 
again here i 

First of alf pause the game 
now type in ; wanna*, 
eomptete with spaces. Now you 
should have an infinite supply of 
shields, ff this gets a bit be: 
then you can switch the cheat 
mode off by pausing the game 
aaain and typing 'boring ' on the 
keyboard. 



SYSTEM 15000 

For those of you who are 
puzzling over System f 5000 you 
can use these tips sent in by 
Ma Urn Barrio of Rhuddfan to 
complete the game. 

First of all you must phone the 
reserve Manhattan Bank, The 
number to use is 010-1(212)- 
976-5757. Please note that it is 
an American phone number so 
the dialing tone is different. 

Now you must enter the bank 
code which is M8R. Then the 
transfer code TFTB24 to transfer 
from VINCHETTAto COMDATA. 
The bank is MIDMINSTER, the 
amount $1500000 and the 
transfer code 21 75. 

The program now confirms 
the transfer and you have 
completed the game, 

DUNDARACH 

These tips were compiled with 
the help of Michael Mitchell, 
Gary Macintosh both of 
Morayshire, Keith Walker of 
Birmingham, Kevin Penton of 



Situations Vacant 

WANTED 

COMBAT READY 
STARFIGHTER PILOTS 

GLASS Rating over 100K mandatory. 

Become a GAME LORD and save the 
human race. Standard bounties apply. 



C ontact: Captain Quicksilva, 

GLASS, 

Alpha 3, 









j5ofel|cll 






mtue 



- :r 'EaRUM£fi.93 









MSk 



Horning low, Craig Rogers of 
Hayes and . , . myself . 

To f i nd Teth you must first go to 
the Old Quarter and buy or steal 
a statue. Now take this to the 
Soke or Ratha de and follow the 
rat that wanders the streets. In 
Claw Lane the rat will disappear 
— for a few seconds stand on 
the spot that it disappeared 
from and press Enter; you will 
now be in Darach Down, Inside 
Darach Down is Teth, Give Teth 
the statue and in return he will 
give you the d — key; this 



POKES CORNER 

Here at long last ere the results 
of the : Hie to 

3 few 
pokes can I 

r ectform} 
and space permitting some 
more pokes will be printed next 
month. 

WINNERS 

1st Phil Churchyard of 

Grantham 

2nd Paul Stephenson of Leeds 

3rd Steven Giiham of Lyil 

The three runners up were: 
Howard Grist of She- 
R Robinson of Barnsbury 
Jonathon Hatcri 
Bournem 

TECHNICIAN TED 

These pokes were sent in by the 
winner of the competition F 

Churchyard 

10 CIS RESTORE 
20 LET TOT = 0: FOR I - 23296 
TO 23467: READ A: POKE LA: 
LET TOT= TOT ■+■ A: NEXT I 
30 IF TOT <> 16121 THEN 
PRfNT "ERROR IN DATA ! ! 
BEEP 1,0: STOP 
40 PRINT AT 0,0; "START 
TECHNICIAN TED TAPE" 
50 RANDOMIZE USR 23296 
1000 DATA 221, 33, 0, 0, 17 
1010 DATA 17. 0,62, 0,55 
1020 DATA 205, 86, 5, 221, 33 
1030 DATA 203, 92, 17, 224, 2 
1040 DATA 62, 255, 55, 205, 86 
1050 DATA 5, 33, 96, 91. 17 
1060 DATA 182, 94, 1,32,0 
1070 DATA 237, 176. 62, 195, 50 
1080 DATA 195, 131. 33, 147,91 
1090 DATA 34. 196, 131, 62, 201 
1100 DATA 50, 38, 95, 205, 21 
1110 DATA 96. 205. 128, 93 ,49 
1120 DATA 0,92, 221, 33,0 
1130 DATA 128. 17. 195, 3. 62 
1 140 DATA 255, 55, 20. 8, 21 
1150 DATA 243, 62 r 15, 211, 254 
1160 DATA 33. 0, 128, 229, 219 
1170 DATA 254,31, 230, 32, 246 
1180 DATA 2, 79, 191, 195, 107 



unlocks the door in the castle. 

Da inn can be found behind an 
invisible door in Park Lane. Give 
Dainn a lyre and in return he will 
give you the shield Midir Take 
this to the room Hail Midir and 
place it on the table in there and 
you should receive the m — key. 
The m — key opens an invisible 
door on Cross Street. 

Buy a Mole skin from the 
skinner and give this to Bran in 
return for a map. Now earn 
enough money to buy the 
Platinum and give this to Bren 
for another map and the 



1190 DATA 
1200 DATA 
1210 DATA 
1220 DATA 
1230 DATA 
1240 DATA 
1250 DATA 
1260 DATA 
1270 DATA 
1280 DATA 
1290 DATA 
1300 DATA 
1310 DATA 
1320 DATA 
1340 DATA 
1350 DATA 



5, 32. 73. 76, 70 

73, 78, 73, B4, 69 

32,76,73,70,69 

32,80,79,75,69 

83,32.66,89,32 

80,72,73,76,32 

32.32.32,32,175 

50,114,171,62,195 

50,178,172,33,5 

173,34,179,172,195 

101, 170, 62, 33, 50 

64, 140, 33, 189, 77 

34,65,140,62,195 

50,90,140,33.129 

91,34,91,140,196 

64,140 



HERBERT'S 
DUMMY RUN 

The next two sets of pokes are 
both off the same person; the 
CRASH hacker himself Keith 
Walker. Just type in the listing 
and save it to tape (for future 
use), then run the program and 
start your Herberts Dummy 
I ape. Once the Herbert '$ 
Dummy Hun tape has loaded 
you will have infinite lives 

10 CLEAR 65535 
20 PRINT AT 9,3; "PLAY IN THE 
HERBERT MASTER TAPE"; AT 
11, 10. "FROM THE START'' 
30 RESTORE 

40 FOR N - 23296 TO 23321 : 
READ A: POKE N,A: NEXT N 
50 DATA 221, 033, 000, 000. 017 
60 DATA 017, 000. 175, 055, 205 
70 DATA 086, 005, 221, 033. 224 
80 DATA 252, 017, 063, 002, 062 
90 DATA 255, 055, 205, 086, 005 
100 DATA 201 

110 RANDOMIZE USR 23296 
120 POKE 65093, 243: POKE 
65100, 190 

130 FOR N = 65271 TO 65299; 
READ A: POKE N,A: NEXT N 
140 DATA 017, 128, 091, 033, 254 
150 DATA 083, 026, 174 203. 164 
160 DATA 174,203. 228, 018, 043 
170 DATA01S, 123, 254, 154, 032 
180 DATA 241, 062, 048,050.213 
190 DATA 202, 195, 148, 091 
200 RANDOMIZE USR 65093 



message 'Galacta is far'. Give 
this map to Ryde in return for 
the shield Belinus. Take this to 
the Hail Belinus room and drop 
on the table in there in return for 
a clue. 

To gain as much money as 
you wish go to the gambling 
nouses inTomain. Now drop all 
your money on table B and 
press 6 to return to the menu. 
Save the game then return back 
to where you were. Keep 
gambling and saving the game 
when you win and reloading a 
saved game when you lose. This 



NODES OF YESOD 

This routine sent in by Keith 
Walker gives you the option to 
choose whether you want 
infinite fives or any number of 
lives up to 255. Just type in the 
listing and save K to tape. Then 
run the program and start your 
Nodes of Y&sod tape from the 
start. 

10 CLEAR 65535 

20 RESTORE 

30 FOR N -- 23296 TO 23321 : 

READ A: POKE N A. NEXTN 

40 DATA 221, 033, 000, 000, 017 

50 DATA 017, 000, 175, 055, 205 

60 DATA 086, 005, 221, 033, ^86 

70 DATA 244, 017, 250, 002, 062 

80 DATA 255, 055, 205, 086, 005 

90 DATA 201 

100 PRINT AT413: FLASH 1; 

"SELECT" 

110 PRINT AT 8,7; 

"1 UNLIMITED LIVES" 

120 PRINT AT 10,7; "2 NUMBER 

OF LIVES" 

1 30 PRINT AT 1 5.8; "PRESS KEY 

10R2" 

140 LET A$ - INKEYS; I FAS - "" 

THEN GOTO 140 

150BEEP 1.1:IFA$< 'VOflAS 

THEN GOTO 140 
160 GOTO 100 + 100 * VAL AS 
200 RESTORE 1000: CLS 
210 GOTO 400 
300 RESTORE 2000: CLS 
310 PRINT AT 9.2; "ENTER Nos 
OF LIVES (1 TO 255) 
320 INPUT B$: BEEP .1,1 
330 IF B$ - "" THEN GOTO 320 
340 FOR C- 1TOLENAS 
350IFB$(CK "0"ORB$U 
"9" THEN GOTO 320 
360 NEXT C 

370 LET LIVES- VAL B$ 
380 IF LIVES < 1 0ft LIVES > 255 
THEN GOTO 320 
400 CLS 

410 PRINT AT9,4; "PLAY IN 
NODES MASTER TAPE"; AT 
11,10; "FROM THE START" 
420 RANDOMIZE USR 23296 
430 FOR N =• 63218 TO 63225; 
READ A; POKE NA: NEXTN 
440 RANDOMIZE USR 63201 
1000 DATA 062, 000, 050, 149, 




way you can easily build up 
enough money to purchase 
anything you want. 

To speed up the interest rate, 
bank some of your money and 
then carry out some of the other 
tips while it is day (signified by 
the torches being out) — press 6 
and then 1 , This will take you to 
the menu and then back into the 
game. When you re-enter the 
game the torches will flicker on 
and you will collect interest for 
the whole day. Using this 
method it is possible to get your 
1 % interest twice a day. 



127 

1010 DATA 195, 000, 226 
2000 DATA 062, LIVES, OS0, 205 
2010 DATA 134, 195, 000, 226 

WORSE THINGS 
HAPPEN AT SEA 

his little routine was supplied by 
one of the runners up in the 
poke competition. Rowan, i 
also supplied several other 
routines of which some will be 
printed next month. 

10 CLEAR 25383: LOAD ""CODE 

25384 

20 FOR A - 23296 TO 23307; 

READ B: POKE A,B NEXT A 

30 RANDOMIZE USR 23296: 

CLEAR 29999: NEW 

40 DATA 17, 48, 117, 1, 194, 101, 

33,88,152,237,176,201 

When the 'Sinclair Research 
Ltd ' message appea rs on sere 
then enter these pokes. 

POKE 35443,0 for infinite droids 
POKE 35303,0: POKE 33221, O 
for infinite energy 
POKE 30008,201 this stops the 
ship from sinking when thereis 
too much water in it. 



Sadly, I have now filled up my 
allotted space for Pokes this 
month but hopefully there will 
be some more next month. 
That seems to be it for another 
month and I've just about run 
out of things to say (I've just 
written the intra you see — I 
always write theintro as the 
second to last thing I do so that! 
know exactly what has gone 
into a month's section — clever 
eh)? For those of you who 
haven't got the address to send 
your info to (I've forgotten to 
print it in recent months) it is: 
ROBIN CANDY'S PLAYING TIPS, 
PO BOX 10, LUDLOW, 
SHROPSHIRE SY81DB 

So get scribbling and wing 
your words to me and you never 
Know you could win a mega 
amaming T— shirt. 









68 CRASH August 1985 




NICK FALDO 




PLAYS THE 







Runs on both 

Spectrum 4SK 

ami CBM64 




Accurate \ 

TO screen \ 

scrolling map of the 

Si. Georges 
Golf Course, venue for the 
Open Championship l L >85. 

Can you make par on this 
course of Champions? With strong 
winds and deep bunkers you'll need all 
ihc help your caddy can give you. Full 
animation and live action bring your game to life. 



r . . • . f » » < . , . , , 






^i*us Press Snfituircl.td., lihtrix Heminc 
222 Regent Street. 
Umdi.n WIR 7DB 
I'elenhoiu- 01-439 0666 



& 






w 



^ vo 



<rt 








QTUNE TOP 30 FOR A 



/—I SHADOWRRE Beyond 
2 (4) EVERYONE'S A WALLY M 

4 (2) KNIGHT LORE Ult imate 
W BRUCE LEE US G 

6 (9) STARfON Melbourn e 

7 ( — J SOFT AID Various 

8 (17) MO ON CRESTA Inct 
/ DUN DARACH Gargo> 










CHUC K 1EEGG2A&F 
MOLEGr 
28 (—) AIR WQLF Elite 

(23) PYJAMARAMAMikro G 
30 /—) DEATH STAR INTERCEPTOR System 3 



month's HOTl I ME draw winner is Simon Law from Canley in 
Coventry, and the four runners up are: R Williams from W,; 
the West Midlands; WilNam Phipps of Oxford; W G Allen from 
Bteckheath in Uoritton and Stephen Graham who hails fro- . 
lisle in Cumi 



BRILL 'N' FAB HOTLINE PRIZES!! 



The GRASH HOTUNE & ADVENTURE CHART is Britain's most 
important popularity chart. It depends entirely on your support 
and we need your votes. There are two methods for voting, 
either use the CRASH HOTLINE PHONE-IN. or cut out the special 
coupons which you can find on page 

thar you phone or write in. sll the names go into t he Ho 



Bag to be drawn monthly First out in both chart* receives £40 
WORTH OF SOFTWARE plus a CRASH T-SHIRT. The four 
runners up in both charts each receive a CRASH TSHIR1 
THREE free issues of CRASH Magazine (a kind of mini- 
subscription — existing subscriptions will be appropr 
itended) \__ 

^5?» 




ad^^HmSBkHaih- 







1 (— I SHADOWFIRE Beyond 







2 (4) D OOMPARK'S REVENGE Beyond 

EMERALD ISLAND Level 9 ■ Computing 
4 (17) COLOSSAL ADVENTURE Level 9 Co mputing 

6 (1) DRAGONTORC Hewson Consu ltar 

7 (—) WITCHES CAULDRON Mikro 



8 (5) LORDS OF MIDNIGHT Beyond 

(8) RETURN TO EDEN Level 9 Computin 
10 (9) TIR NA NOG Gargoyle Games 




(20) 



)use 



M 





SHERLOCK Mefbo ut 

AVALON Hewson Consulta nts 
/ HOBBIT Melbourne House 
18 (—) QUES T FOR TH E HOLY GRAIL C 
20 (12) MOUNTAINS OF KE Incentive 





CLfcbCAVbUorc 
22 (1 6) URBAN UPSTAR T Richard Shepherd 
EUREKA? Do 



24 (18) TWI N KINGDOM VALLEY Bug By te 
HULK Adventure Internatioi 

26 (21) GOLDEN APP LE Artie 

Melbourne h 
28 (30) ESPIONAGE ISLAND A i 



30 (—) INCAS CURSE Artie 






The ADVENTURE CHART draw produced Stuart Wright. & name 

as the over- 1 1 and he comes From Manchester, Stephen 

Orchard whose home is in Dinas, N, Arrowsmith of Brandon, 
Michael Macadie of Stockton, C level and and S. W. Meale from 
.— i : 1 1- i r . • - : ,-ttete thes quintet nf w r> n & rs thi s m ont h by : 

i oners uft. Well done, all 





Uncle Grouch© Completed, Hidden 

Holl y Aiood sta r Mickey Mouse 

Atic Atac completed 92% 

Trans Tower completed, treasure 

found 

DTs Decathalon Day 1 IQGmeters 

10.94 sees; long jump 9.34m; shot 

pull 26m; high jump 2-45m; 

400meters 39.46 sees; Day 2 

llOmerers hurdles 13.55 sacs; poEe 

vault 5.11 m; discus 75.9m; Javelin 

70.0 lm; 1500 meters 278. S3 sees 

Hobbil Co 

Adam Bennett, Charfield, Gloucs 



Bruce Lae 30<Q,0Q0*odd. completed 
nine times 

Raid Over Moscow 1 00,000 
Herbert's Dummy Run 35 Jelly 

babies 

Spiderman completed 

Lards of Midnight completed in 24 

Avalon completed, supreme lore 

seeker 

Hulk camp': 

Oracles Cave completed 

Scott Andrews, Forest Hill, London 



Avalon Supreme Lore Seeker 

Time Gate 1 3,040 

Planetoids 1 85.200 

Manic Miner 1 6th level, 22,956 

Jetpac 22,670 

Cookie Baked cake, 13,280 

Football Manawerto p o1 Df*. i s ion One 

in 5 seasons, 2 FA a 

S Millinship, Arnold, Nottingham 



Knightiore completed, 73%, 22 days 

Underwurlde completed, 35%, 

29,330 

Sabre Wulf completed, 63%, 1 15,690 

Atic Atac completed, 83%. 30,150 

Alien 8 23 rooms activated 

Ant Attack completed 

Dark Star 29 planets liberated 

Manic Miner completed 3 timBS in a 

row, eight men left; 

Mark Franklin, South Harrow 



Tapper 60,000 on easy 
Tir Na Nog completed 
Alien 8 completed 
Underwurlde completed at 64% 
Bruce Lee completed ten times 
Avalon Apprentice Wise One 
Anonymous, but ugly! 



Bruce Lee 266,750, wizard killed 5 

Sabre WuH 82% completed 
Knight Lore 88% completed 
Match Day Amateur, won 12-0; pro 
won 4-2; International won 5-4 
Chequered Flag Cambridge Ring, 
50,62 sees; Silverstone 1 ,02 49 sees 
Spy Hunter 375.250 
Chris Burrow, Basildon 



Moon Buggy Completed, 21,000 

Everyone s a Walry £7 10, morning 

tea break, letters REA 

Bugaboo 49 sees 

Ouacksho*25,l35 

Prtf all 111 37, 160 

Stop the Express stopped 3 times 

Sorcery compl eted 

Helichopper 1 7, 171 

Paul Chaney, Bletchley 



Atic Atac completed 39% 
Underwurlde completed 42%, all 

Alien 8 22 chambers activated 
Steve Davis 1 14 break 
Air Wulf completed 3 times 
Hunchback 1 7,250,000 
Tir Na Nog completed 
Match Day unbeaten on every level 
Frank 'N' Stein level 19 
Michael Tattersa! I. Barnoldswick 



Lunar Jet Man 1 01 ,980 

Booty 36 objects 

Atic Atac completed 86% 

Harrier Attack 31,100 

JetPae 168,910 

TLL 17,008 

A Eckton and J Hush 



Chuckie Egg 2 16,000 
Atic Atac 82% 
Match Day Won FA Cup 
Kung Fu Black Belt, level? 
Bruce Lee 1,027,350 
Pyjamarama 56% 
Spy Hunter 238,385 
Anthony Clayton, Co Durham 



Sabre Wu If completed 

Spy Hunter 358,425 

Match Day 5 minutes esch wayi 

Amateur 1d-0; Pro 12-0; International 

8-0 

PSSST! 72,820 

Pin ball Wizard 14,450 

Chuckie Egg 238,280 

Ant Attack 10 girls 

Booty 40ttems 

Neil Baines, Raddiffe 



Shadow! ire completed 
Lords of Midnight completed 
Avalon completed 
Dragontorc needy completed 
Underwurlde completed 
Bruce Lee completed 28 times 
Elliott Gates, Southport 

Atic Atac completed 98% 
Bruce Lee 4 15, 750 
Spy Hunter 287,350 
Kung Fu Black Bell, level 8 
Lords of Midnight completed 
Minder £3,472 
Raid Over Moscow 209,760 
Ian Welter, Glasgow 



tJLOVP MANaftAjU'S 

HhllfSUaie 






***bV 









rSfarfv 




PSSST! 222,540 
Bugaboo 27 seconds 
Knightiore completed 80% 
Underwurlde completed I 
Sabre Wuff completed 1 00% 
Pjyamarama completed 89% 
Chuckie Egg 395,230 on level 31 
Ore Attack 103,436 
D Wright, Holywell 



dust one day after buying C5 Give, I 

completed it getting maximum 

points 

3 Brooks, Ashton under Lyme 



Starstrike 1,814.000 
Ad Astra 52.400, 24m 59s 
Atic Atac 25%, 3m 26s 
Invasion of Body Snatches 2,850 
Colin Lockhard, Forbes Australia 



Gift from the Gods completed 

Sta rstrike 987 , 1 00 from L l 

Sabre Wulf completed 35% 

Spy Hunter 11 8,765 

Booty 65 objects 

Ant Attack completed, 22,615 

Cyclone 2,050 

TLL 9,666 

Douglas Ross, Manchester 



TU. 3,902 

Spy Hunter 462,620 

FullThrottle 1st at Silverstone 
Hunchback II level 6 
Dangermouse in Double Trouble 
14,700, saved the world three times 
Kung Fu Black Belt, Level 2, 362 
Barry Mansfield, Sidcup 



3D Starstrike 1.043. 200 on easy 
Spy Hunter 70,655 on expert 
Bru<;e Lee 302,300 
Pyjamarama 56% 

Jet Set Willy completed, with unlim- 
ited lives poke (') 
Andrew Wright, Portsmouth 



Raid Over Moscow comp 

137.000 

Pyjamarama completed, 88% 

Herberts Dummy Run completed 30/ 

5/85, 92 jelly babies I finished aft^r 4 

hou rs — it was a cinch 

Full Throttle 1st at Silverstone 

Hunchback II Level 5 

Match Day beaten on all levels 

Atic Atac compdeted 

Janne Jarvis 



Bruce Lee 279,300, completed 5 

times 

River Raid 51,520 

Jet Pee 101,430 

Darrell Edon 



Brian Jacks Superstars 1 353 on level 

five 

Beach Head 121 ,300 completed 

World Cup completed 15 limes 

Kokatoni Wilf completed 

Ant Attack 7 people rescued 

Mark Leonard, Ely, Cambs 






Supermutt10O% 
Mad Martha finished 
Zlg 2ag 19,074 
Pyramid 75,000 approx 
Starstrike 800,000 approx 
Philip Doyle. Hornsey, London 



Sabre Wutf completed 
Automania 4 cars built 
Trashman Grove Street 
Androids 4sheets 
Match Day 4-2 in final 
S Blewett. Hay le, Cornwall 



Bruce Lee 1,329,700 
Starstrike 593.100 
Beach Head 69,800 
Booty 66 pieces of booty 
Brian Bloodaxe 18,400 
Mr Wimpy 28,870 
Mutant Monty 24,482 
Andrew Upton, Birkenhead 







W- 



72 CRASH August 1 



** 





There's never been a computer game like Ghostbusters, 

It's broken all records, not just in the UK but around the world 

If you don't have yours already, don't panic. 

Just get on down to your local software store. 

Ghostbusters is there, ready and waiting. 

Available on Commodore 64 cassette and disk, Sinclair 

Spectrum, MSX, Amstrad and AHC Disk, 



ACXI VISION 

HOME COMPUTER SOFTWARE. 



AVAILABLE FROM SELECTED BRANCHES OF BOOTS, WH SMITH, JOHN MENZJES, LASKY'S, SPECTRUM, RUMBELOWS WOOLWORTH 

AND GOOD COMPUTER SOFTWARE STORES EVERYWHERE """«"«», wuulworth 



! 

i 



THE STUFF OF LEGENDS? 

In which our intrepid Software Editor The Rt Hon Spencer 

sails his Morgan to the shores of Chingford in search 

of John Peel, Legend, and Kompiex City. . . . 




Onaaa *^^o^^ 



*"**«* * to Chmgfyrt 



AS I WEAVE through the pot- 
hole ridden streets of North East 
London I note, a little cynically 
perhaps, that it seems strange 
that Legend have a London 
phone number and yet are not 
actually in the London A to 2, It 
sums them up rather well. I don't 
care what you say John, Ching- 
ford is not in my *A-Z', (and for 
the record it's not in the 'ABC 
either). So begins the first argu- 
ment of the day. Having spent 
the greater part of the morning 
touring the outskirts of The 
Smoke — in a hot and dusty 
Morgan accompanied by an 
equally hot, and very nearly as 
dusty dog — I am miffed to be 
told on eventual arrival that if 
Legend isn't on the map then the 
map is wrong, 

Legend have acquired a repu- 
tation for hype, not in itself a Bad 
Thing, as long as the product 
hyped is up to it. The Great 
Space Race is game that 
damned them most of all. John 
believes that Legend was unfort- 
unate to have made some very 
bad mistakes. Just at the time 
when the public were waking to 
the reality of the Imagine fiasco, 
Legend was branded with the 
same iron. Producing a camera, 
he admits to mismanagement of 
the Space Race project, and 
points to the hazards of a dis- 
loyal programming team. Two 
elements that made The Great 
Space Race such a flop. What- 
ever you believe about that era. 
there remains one truth — Imag- 
ine have gone but Legend are 
still, very much, in the game. 



John Peel starts photographing 
me. 

The invitation to spend the 
day trying to find Chingford 
came about because Legend 
had something very important 
which they wanted to share, 
with us, and the rest of the 
world. Kompiex City was near- 
ing completion. I decide I want 
to go home. I have to admit I 
wasn't one of the thousands 
who, John assures me, raved 
over Kompiex. I could wonder at 
the technical excellence of the 
graphics and even find myself 
inspired by the size and compl- 
exity of the thing, but the truth 
was I was bored, nothing really 
seemed to happen, 'Kompiex is 
the ultimate mapping game' 
says John as he takes yet 
another photograph of the dog 
— the only one not irritated by 
this constant image stealing — 
even John's charming wife, Jan 
(the Boss) wants to know how 
anyone can avoid thumping 
him? 'Kompiex is only the 
beginning', he assures me, in 
between snapping the dog. The 
beginning of what John? 

It seems that Kompiex is the 
first part of a trilogy. Part one 
was the Ultimate mapping 
game'. The second part, Kom- 
piex City, is to be one of the most 
exciting and graphically perfect 
arcade games available. The 
second game is still based 
around a map, but this time the 
computer takes care of the dir- 
ectional side of life leaving you 
to find the letters and shoot the 
baddies. Part 2, in terms of 



the discovery of Chingford and I 
haven't seen a thing yet. I still 
want to go home. How about it? 
We argue again. How about a 
peek through the crack in the 
wall John? We argue, More very 
well rotted grape juice slides 
down throats and in the end he 
decides to compromise. He'll 
take the dog for a look and, if 
things are going well and the 
dog is impressed, perhaps 1 can 
have a look. 

John gone, I turn to Jan and 
we chat, discussing just about 
everything — except this game 
and the successor to Vafha/ia. 
She is keeping very mum on that 
one, 

John returns and explains that 
the demonstration is just about 
ready, soon, Peel willing, I will 
have a chance to see what all the 
other software houses said 
could not be done . . , real time 
animated 3D full colour graphics 
without attribute dash. It is 
Chingford Discovery, T plus 
Four and a Quarter, and I am 
getting close. While I wait, trying 
to ignore John's insults, I quietly 
ponder the idea of a world with- 
out attribute problems . . . 
imagine, Ever/ones a Waify 
without ail of those funny flash- 
ing squares — sounds very 
tempting, but can this chap do 
it? 

At Chingford Discovery T plus 
Five I wonder if I will see any- 
thing. Suddenly the phone 
rings. John, surprised, drops his 
camera and takes a photo of his 
foot, Jan picks up the receiver, 
she listens intently. And calmly 
announces that Colin has got a 
cold but he's as ready as he'll 
ever be. Panic, did she mean that 
Colin has got cold feet and 
doesn't want to show me the 
graphics? Perhaps he's lost his 
voice because at •;> '-old and 



won't be able to explain any- 
thing and then I , . . Aaargh . . . 
the dog's licking my leg. 

Wonders will never cease, 
here I am at last — ages after 
finding Chingford — at the heart 
of Legend. John shows me the 
main body of the new game. The 
graphics are every inch 
Kompiex except this time the 
player has a view flying down 
tunnels, switching from this to 
that. There are doors which can 
be docked with (automatically 
for those who didn't work it out 
last time) and enemy objects 
that must be shot and destr- 
oyed. Fly badly and you bang 
and scrape down a tunnel well 
— this alerts more and yet 
nastier foe to your presence. The 
screen displays information 
about shield strength, your loc- 
ation, location of targets — it all 
looks very busy indeed. 

John explains that there is a 
faster way of getting from one 
location to another: hyperspace. 
He leads me to another Spec- 
trum still being fed with fresh 
hot code, via an umbilical cord 
trailing from a BBC. Fed with 
bytes, the Spectrum screen 
bursts into life. That's what 
hyperspace will have, only more 
and better'. Different coloured 
objects, some box shaped 
others cylindrical, iris in and out 
while they rotate in 3D. They 
pass in front of or behind each 
other with no flicker and not a 
single attribute clash. John 
looks as if he has discovered the 
philosopher's stone. It may not 
be the stuff that legends are 
made from but it should certain- 
ly put them on the map. Find out 
next month if I was had or not. 

(NOTE: CRASH would like to 
apologise to those readers who 
may five in Chingford for it's 
absence from our reference 
works. The art department 
would like to correct the situa- 
tion and would appreciate your 
help: Write to 'I know where 
Chingford is', CRASH Micro, PO 
Box 10, Ludlow, Shropshire, 
SY81DB.) 



74 CRASH August 1985 






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Yen, it's me, your favourite Superstar, in my first supa game! Ill 
need all your help to find my furry friends in the nasty Rodent World where all kinds of monster meanies 
live. Hurry now, and III see you on your screen, from your cuddly, adorable me. Roland Rat Superstar 

M*™-"**' COMMODORE** 



•H790 



0tcju '' 1 ' ' '-':•.••-■,.,•, r-1.' ■.,-)•-. .;,;,,„,. i.,',! a3?66j 3 Telex 669977 



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ieving 




This is "the' FMllllfiMH Pi iPO t UlK- 

Ly clean compartment dazziingiy 
painted <dh i te . <n, e ,uj 
X can a Lao sec r - 
HEDICINS CABINET 

five me your command, 
have with me : - 
LARGE UESETflBLE STRAINER (worn) 
PORTABLE URCUUM CLEANER 

'm ready for your instructions. 



£ 



SUBSUNK Adventure with Graphics 

Trapped on the sea bed in a scuppered submarine 




SHORTS FUSE Arcade/Strategy 

Sam Short secret agent versus Boris and his bombs 



o— ^-ifeitti^ie-^ 



DQNT PANIC Arcade/Strategy 

Amusing and challenging, a game with a difference 




DONT BUY THIS! Compilation 

Five of the worst games you have ever seen 



FIREBIRD SILVER CATALOGUE 

CTRUM 16K/4&K. 
036 RUN BABY RUN Arcade 

Multi-car cop chase and shoot-out 
035 DONT RANIC Arcade/Strategy 

Amusing and challenging, a game with a difference 

SPECTRUM 4BK 

MB VIKING RAIDERS War Game 

A test of strategy against the computer or friends 
012 THE WILD BUNCH Strategy/Adventure 

Accused of murder, hunt the real killer 
014 MR FREEZE Arcade/Strategy 

Six compartments, each tougher to de-ice 



016 BOOTY Arcade/Adventure 

Twenty holds full of pirate toot 
031 SUBSUNK Adventure with Graphics 

Trapped on the sea bed in a scuppered submarine 
033 THE HELM Adventure 

An amusing, stylish text adventure 

036 SHORTS FUSE Arcade/Strategy 
Sam Short secret agent versus Boris and his bombs 

037 HELICHOPPER Arcade 
Fast and smooth multi -screen action 

040 DONT BUY THIS Compilation 

Five of the worst but funniest games you have ever seen 
043 FAHRENHEIT 3000 Arcade/Strategy 

Sixty four screens to meltdown 




MAILORDER 

Please state name of game (and machine) and 
numbers required. Enclose crossed cheque/PO 
made payable to FIREBIRD SOFTWARE All offers 
are subject to availability Orders are despatched 
promptly. All prices inclusive of VAT and postage. 

MAIL ORDER: *FREEPOST FIREBIRD, 
WELUNGTON HOUSE, 
UPPER ST. MARTIN'S LANE, 
LONDON WC2H9BR 

Rretwrti and Ihe Firebtr fll«&go are tfndww&rks ol Srtlsh Tri*comn>unic«l»ona p4c 




FIREBIRD SOFTWARE, WELLINGTON HOUSE, UPPER ST MARTIN'S LANE, LONDON WC2H 9DL TEL' 01 -379 6755/5626 




1 .? thet > e 9' nmn 9> the C5was meant to be a new concept in persona l transport. In SirClive's 
9™ words : as revolutionary in i ts own terms as calculators in the earl y 'WsorhZl 

7 ^1 Z T,i:r >V W , W ' S '- A £40 °, Ve h,de Which can be drivs ° "y *nvonlover S JS m 
7 XT > " g "f 6nCe ' mad taX ' ™™»> s w 'nsurance or helmet travels »rn„™ 

TmrnvTbJfoTth-e e qwv alent cost of a .gallon of petr ol and can he ,^!r H J yn ™™ 

by a travellin g engmeerTSound almost too good to be True? y " ome 

Produced by Sinclair Vehic les as the first in a range of ele ctric vehicles thenRie^,™,,^ » 



Clive Sinclair's electric 
vehicle project started 
nearly twelve years ago, 
back in 1973 when an fn- 
house team of engineers 
began looking at the problems 
of powering vehicles with elec- 
tricity. Serious design work 
started in 1981 at Sinclair Res- 
earch, and in 1983 Sir Clive 
acquired the project personally 
from the company, A new comp- 
any, Sinclair Vehicles Ltd, 
wholly owned and financed by 
Sir Clive was set up end moved 
to Warwick University's Science 
Park to continue development 
Work on a range of electric 
vehicles. 

When the C5 was launched, in 
January this year, it was greeted 
with interest by the media — h 
was fairly common knowledge 
that Sir Clive had been working 
on an electric vehicle, and when 
it finally arrived journalists 
flocked to see what the latest 
piece of innovation from Sir 
Clive's stables had to offer. 

The C5 was launched as the 
first of a 'family' of electric veh- 
icles which Sinclair Vehicles 
plans to introduce during the 
next ten years. Sales of over 
100,000 units were forecast for 
the CS by its makers, and 2,000 
of the electric tricycles had been 
built and put into stock before 
the mail-order launch. Produc- 
tion targets of 1,000 C5s a week 
were set at the Hoover factory in 
Mertbyr Tydfil, and a massive £3 
million advertising campaign 
swung into motion to promote 
sales. 

Within days the C5 trike was 
being panned by the media. Crit- 
icised for being unsafe, un- 
stable, dangerous because it 



80 CRASH August 1985 




£«£™!^/tc^ ** c ~<* 



wouldn't be conspicuous to 
other road users — a deathtrap 
on three wheels. Very rapidly, 
Sinclair's first electric vehicle 
acquired such names as 'the 
pregnant rollerskate' and 'the 
electric clog' from journalists 
eager to write some easy knock- 
ing copy. 

Quite rapidly, it became clear 
that the level of safes forecast 
would simply not be achieved in 
the UK market. To date only 
8,000 C5's have been sold— less 
than a fifth of the targetted sales 
levels — and some months ago 
production at the factory was cu t 
from 1,000 units a week to 100. 
C5 workers go back to making 
washing machines' was one 
told-you-so newspaper head- 
line. 

Early in June this year, Sir 
Clive wrote, in the Mail on 
Sunday: \. , before the first cust- 
omer had taken his C5 onto the 



road, a vast tidal wave of critic- 
ism had surged over my revolu- 
tionary new form of transport , , . 
last week I found myself in the 
headlines every day — as the 
misguided creator of a disaster' 

The man was clearly unhappy 
— but what of the critics? Is the 
C5 unsafe? Well, according to 
figures compile by the Depart- 
ment of Transport for the first six 
months of the vehicle's road- 
going life, there have only been 
two accidents. Neither accident 
involved another vehicle, in 
both cases being caused by 
^driver error', and the extent of 
injuries went no further than 
'grazing'. 

The safety criticisms have 
been made out of context in the 
main', said a spokesman for 
Sinclair Vehicles, 'the only 
safety argument is on the basts 
of the C5's consprcuity to other 
road users — and in the context 



of two wheeled vehicles, spec- 
ific criticism has only come from 
two sources. ROSPA thinks the 
C5 is more safe than bikes and 
other motorised two wheelers,' 
Six thousand C5's are current- 
ly held in stock by Sinclair 
Vehicles, and there are no plans 
to increase the low production 
levels in the immediate future, is 
the C5 finished? 'We could see 
sales improve in the UK with the 
better weather— perhaps a mid- 
winter launch was not ideal for 
an open topped vehicle,' com- 
mented the spokesman, 'but we 
see the longer term strength of 
the C5 lying in overseas sales. 
We have come up against the 
inhibitions of the British public 
and should do better in count- 
ries such as France and Holland 
where they are already used to 
the idea of low-powered two 
wheeled vehicles such as the 
velocipede.' 

Without doubt, the C5 has 
attracted a vast amount of un- 
flattering press comment. It 
could be that when people heard 
that Clive Sinclair was working 
on electric vehicles they formed 
a mental picture of a small car, 
like a Mini, powered from a bat- 
tery. The reality was bound to be 
a disappointment, when a one- 
person motorised tricycle was 
launched onto a public expect- 
ing greater things. 

In its own terms, however, it is 
clearly a revolution in transport 
— even if there aren't that many 
people joining in, A whole range 
of companies with specialist 
skills were involved in the devel- 
opment and manufacture of C5 
components, including Lotus 
Cars who helped with the devel- 
opment of the steel chassis, the 




™*-£5P? V J° W *° f *** 6 *» anrfpWMS that go together to 
malro aC5 Taken from tha Owner's Handbook supplied with 
the vehicle. 



*!"£ hea 1? 5 ° muc ^ t™* 3 * <** » mini-review. The ubf 



ngiiUs to a car park in Ludlow and 



; 3ut after i 
mgandsc/ ' ■'uuhd 



r the 



emporium, 



■ 
■ere was a lot of creaky, 



Rabin Candy 



posstbtef. 



in one,! want one!' 



steering geometry and handling 
and stability. 

The battery used to power in© 
C5 is very different to the stand- 
ard car or lorry battery, which 
simply couldn't stand up to 
being repeatedly charged up 
and discharged and it delivers 
its power in a different way, 
being able to cope with prolong- 
ed heavy loads. Oldham and 
Sinclair Vehicles co-operated to 
produce the power pack used in 
the C5, a technological devel- 
opment that will no doubt pay 
dividends on future electric 
vehicles. 

The body mouldings are the 
.argest mass produced poly- 
propylene injection mouldings 
in the world. The bodyshefl is 
created from two halves using 
an electrical fusion method —an 
electric current is passed 
through conductive sticky tape 
joining the sections, which heats 
upandBffectsaweld. 

Motive power is supplied by 
an electric motor developed by a 
firm which specialises, amongst 
other things, in making torpedo 
motors. Power is delivered 
through a gearbox incorporat- 
ing glass reinforced nylon gears 
which connects directly to the 
motor's shaft. 

AH in all, the C5 represents a 
range of advances in technology 
assembled together in one 
innovative package. Other elec- 
tric vehicle projects, all of which 
foundered, started with the con- 
cept of a traditional car powered 
by a patrol engine and sought to 
replace the engine with an elec- 
tric motor. Sinclair Vehicles 
started at the other end: having 
found a motor and battery 
combination, they then design- 
ed the vehicle out from there. 
And it is only the first in a prom- 
ised range of electric vehicles— 
by the early 1990's Sinclair 
Vehicles plans to introduce an 
electrically-powered family 
vehicle. 



Weve not finished yet! The 



J&remy Spe«e<?rl s,ncla,ir story continues next 
month with . . . well, you'll just 
have to wait and see. 



CRASH August 1985 81 



I 




DNICHE u 



TIMELY 
TIMEX 




While confusion reigns as to whether Sinclair Research is or is not 
nSS? pi ^S SSP'^VSKfiS u P9 rad e with or without 128K of RAM 
WHO said that ) CRASH has received at its offices a machine 
which at first sight appears to be the much aligned TIMEX 20€S from 
the United States. On closer inspection however, and with an astute 
reviewer pointing a joystick-battered finger in the right direction 
the small PAL logo was discovered hiding in full PAL-colour on the 
Front of the machine leaving no doubt that this was a European 
version of the same said brute {Mice one Mr. Holmes). In fact, it was 

^^SS /** 6 * 1 **? T,MI T? of Port «9»l *vas the perpetrator of this 
cnme (Who on earth would send CRASH a computer to review)? In 
their defence it must be said that they were only trying to promote 
their baby (a bastard by inception and certainly on closer inspec 
tion) wrth the hope of creating some interest here in the UK (wake 
H£ y r 11 £°V* and 9, !! l * ,i A thou 9ht crossed our minds here at Ludlow 
(the fights dimmed In the offices for a couple of seconds) whether 
tZ^^S!^^ rep, ™^P9rade for existing and 



_ 



ON THE FACE OF IT 



The good looks of the machine 
certainly provoked a Jot of 
appreciative grunts from Spec- 
trum addicts. The computer 
squats on the table trying to 
cheat its own shadow and looks 
like some jumbo family- pack 
portable calculator in 3 neat 
stiver metallic costume. The 
keyboard layout is an exact copy 
of the rubber-gumption Spec- 
trum slosbboard, but sports 
some extra useful items such as 
a full length space bar and a 
complementary caps shift key 
on the righthand side The anno- 
tation is only in mono (What 
happened to PAL colour?), but 
differentiating between the four 
key-modes is in fact easier than 
on the Spectrum due to the inv- 
erted logos for the symbol shift 
operations. The key-action is a 
lot more crisp and sharp and is a 
space leap for Spectrumkind, 
although it's still light-years 
away from the full-sized, full 
travei keyboard standard. 

To the right of the keyboard a 
large flap uncovers the TIMEX 
COMMAND CARTRIDGE 'dock' 
which will accept TIMEX specific 
ROM/RAM modules complete 
with carrying handles. These are 
sideways ROM /RAMS using the 
ingenious bank switching tech- 
nique {more of this later , . J and 
can be the carriers of auto- 
starting commercial programs 
{games, utilities etc) or special 
languages or operating sys- 
tems. To the left-hand side of the 
Lnii is located a power toggle I 

82 CRASH August 1985 



switch (yes, no add-on requ- 
ired?) and further back a nine pin 
D type plug reveals the exist 
ence of an inbuilt joystick port, lo 
and behold, two joystick ports — 
the companion plug residing on 
the opposite side of the com 
puter. Great, no fuss and worry 
about joystick interfaces, but 
wait, the software access to the 
joysticks is anything but stand- 
ard, requiring access to ports 
245 and 246. The trouble is com- 
pounded by the fact that the joy- 
sticks share these ports with the 
inbuilt sound generator chip. 
Before a read of port 246, one of 
the sound chip registers must be 
selected which will enable the 
free input port dedicated to the 
joystick. This is done by writing 
the correct value to the sound 
chip address port 245. Con- 
fused, well this means that the 
joystick ports can only be acces- 
sed with machine specific soft- 
ware or by using an extended 
basic command called STICK, 
that is if you do your own prog- 
ramming. 

At the rear of the unit are a 
range of input and output ports, 
the most familiar being the PAL 
compatible UHF modulated TV 
output, the 9V power socket and 
the MIC and EAR sockets for the 
cassette recorder. A monitor 
output is provided, which deliv- 
ers a composite video signal. 
Unlike the Spectrum, The TIMEX 
features three extended display 
modes besides the usual 32 col- 
umn screen with the character 
size attribute mode (display 
mode 1 ), Display mode 2 prov- 
rdes a 24 x 64 character display 
(512 x 192 pixels) with one ink 



and one paper colour. Only fixed 
paper and ink colour combinat- 
ions may be selected with bright 
on and flash disabled. If the 
character set is redefined by the 
user, up to 80 characters can be 
displayed per column and here, 
obviously, the monitor output is 
essential. 

Display mode 3 displays a 
secondary screen and attribute 
page similar to display mode 1, 
only this time the display file is 
not at 4O00H - 57FFH, but at 
6000H - 77FFH and the attribute 
file not at 580OH - 5AFFH but at 
78O0H - 7AFFH. 

Display mode 4 is the high 
colour resolution display with 
the same pixel resolution as 
mode 1 but with a choice of ink, 
paper, brightness and flashing 
for every pixel row of eight 
pixels. The attribute file is loc- 
ated at 6O00H - 7AFFH in this 
case. As fast item there is a 64 
pin bus expansion edge connec- 
tor, which has a different pinout 
to the Spectrum version and so 
precludes any ideas of periph- 
eral compatibility. 



DEEP INSIDE .. . 



Having extended facilities such 
as joystick ports, sound gener- 
ator chip and 'dock' memory 
port, the TIMEX requires a differ- 
ent approach to the system 
memory configuration. As the 
280 can only access 64K of 
memory at any given time, the 
TIMEX people have resorted to 
the bank switching technique. 
Up to 4 different banks of 64K 
can be accessed via the memory 
bank controller located at ports 
252 (DATA) and 253 (ADDR), 
Memory is selected in 8K chunks 
and up to eight of these can be 
selected from the whole bank 
range as long as they are not 
located at the same 64K address 
position. 

The Home bank is selected by 
default and contains the 16K 
ROM with the Basic Interpreter, 
routines for in- and output 
(graphics, keyboard, joysticks, 
printer, sound chip etc} and 48K 
of RAM with the Display files, 
system variables and BASIC 
program. This is equivalent to 
the structure of the Spectrum 
memory. The second bank is the 




EX ROM bank which only con- 
tains an 8K ROM with the cass- 
ette in — output routines, the 
bank switching code and the 
system initialisation routines. 
The third bank is the DOCK bank, 
which serves the cartridge prog- 
rams, and contains either AROS 
(Application oriented software) 
or LROS (Language oriented 
software) or both. The system 
will detect the presence of these 
modules and will pass control to 
these. Bank 4 is the EXPANSION 
bank. The system will support 
up to 2 of these (up to 253 of 
these with a Bus Expansion 
Unit) and the banks can be used 
for controlling intelligent 
devices or for memory expans- 
ion. Expanding the TIMEX 
machine to 128K is therefore a 
doddle. 



SOUNDSRIGHT. 



As mentioned earlier, TIMEX 
has provided the machine with a 
bit more audio power with the 
help of a 3 channel sound gener- 
ator chip extra to the normal 
BEEP output. The General 
Instrument Ay-3-8912 chip 
consists of a tone generator for 
three channels A, B and C, a 
noise generator and mixers. 
There is ample control provided 
for various envelope shapes, 
amplitude levels (up to 1 6 levels) 
and ton© and noise generator 
combination selections either 
via Basic or via machine code 
instructions. 



EXTENDED BASIC 



To access ail the extra little 
goodies, several BASIC com- 
mands have been implemented. 
SOUND reg r vafu«; reg, value; 
etc. 

Th is co mmand controls the 1 5 
registers of the sound chip and 
aflowsthe programmer to man- 
handle the chip in BASIC and 
create a symphonic background 
to the graphic activities on the 
screen. 
STICK (device type, player) 
The function allows the player 
to read the status of the two 
ioysticks within BASIC. The 
value returned can be a combin- 
ation of several activities and 



TECHBNICHEnTECHDNICHEnTECHnNIC 




must therefore be evaluated 
within ranges. 

DELETE m,n 

This command allows the 
deletion of a seouence of lines 
from 3 program {fines niton), 

FREE 

This function returns the 
number of bytes of free space 
currently available in the Home 
RAM for either programs or 
variables. 

RESET <$c}(*) 

This command causes the 
device associated with the spec- 
ified stream to be reinitialised. If 
a channel number is not provid- 
ed, the system initialises any 
new devices it finds. The RESET 
* command does the equivalent 
of turning the machine off, then 
on again. 

ON ERR GOTO tinenumber 

ON ERR CON'T 

ON ERR RESET 

These statements disable the 
automatic program termination 
upon encountering an error 
condition. The OM ERR GOTO 
Iinenumber can capture an error 
with a error routine residing at 
the specified line and the error 
number and line location can be 
peeked at the locations 23739 
and 23736. The statement 
number within the line that 
caused the error is stored in 
location 23738. The ON ERR 
CONT statement causes the 
program to resume execution at 
the statement in which the error 
originally occurred. If the com- 
mand is encountered and an 
error has not occurred, the 
command is ignored. 

A complete set of commands 
is available for accessing disk or 
disk-like storage devices which 



are present on an Expansion 
Bank. The Home ROM is respon- 
sible for passing the command 
and calling the appropriate rout- 
ine in the specified Expansion 
Bus. These include commands 
such as OPEN, CLOSE, SAVE, 
LOAD, ERASE, MOVE, VERIFY, 
PRINT, INPUT and MERGE with 
micro-drive style arguments. 



COMPATIBILITY 



Few hardware manufacturers 
will deny that launching a new 
computer without a large exist- 
ing software base can cause 
initial sales delays, especially if 
the target market is games rel- 
ated. Timex in the States obvi- 
ously underestimated this point 
by not ensuring full compatibil- 
ity with existing Spectrum 
games. They rejected access to 
the world's largest games soft- 
ware base and lost the advant- 
age of winning several years of 
free software development. 
TIMEX of Portugal realised this 
and are offering an emulator 
cartridge to fit into the 'dock' 
port. Several ROM routines and 
their start addresses are differ- 
ent on the home bank ROM and 
machine code programs access- 
ing these routines will encount- 
er several obstacles. So many 
arcade games program will 
probably not run in the standard 
configuration, The emulator 
replaces the home ROM and 
provides full compatibility with 
the Spectrum. Several Spec- 
trum games were tested and 
performed as normal with the 
use of the emulator. 






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j m io how z. 



«l htMfe rttmv across a (inn lhat wiU he more irrarv ivtllrng ro addsv yti 

to remedy your problem. They are called MANCOMF, <wd ^v well ns repairing ; 

faulty Speclrums. are atso quite u'Uliny to dLst us*, vtiui problems with Ak ■ 

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CRASH August 1985 83 



UTECHnNICHEUTECHUNICHEUTECHU 




VERDICT 



The TIMEX computer offers an 
improved performance when 
compared to the Spectrum 48K 
and the Spectrum Plus, but it is 
about two years too late in 
appearing. It does not offer 
enough improvements to 
warrant users to upgrade to this 
machine, as there are several 
very exciting new computers 
appearing on the market. For 
new users the machine could 



prove to be a better machine 
than the Spectrum, although the 
changes wiil only be noticed 
with specially written software 
which will make good use of the 
sound generator chip, the inbuilt 
joystick ports and the bank 
switching possibilities. The 
major question will be what 
price level the machine will be 
offered at. At £70 - 80 the TIMEX 
would be a very good entry level 
computer, but no official price 
indications have found their way 
to the CRASH offices . . . 



MIRAGE 
MICRODRIVER 

You may recall that only last month we reviewed a product called 
Interface III, a machine that would stop and transfer any game 
onto microdrive. We said then that we expected there to be others, 
but not so soon. Essentially the Af /rage and (interface III perform the 
same trickery but the Mirage does seem to be better thought out. In 
appearance it's another famous Spectrum black box with a little red 
button on the side. After opening the box we spent some time doing 
a chip count, there are three, all black and well legged. All in all there 
isn't much inside, nothing even remotely resembling a hoover, as 
we had expected. 



Using the Mirage is a dream. 
Interface III required the user to 
make two copies of a game in 
order to a final copy, only one of 
those copies could be made 
onto microdrive. The Mirage is 
fitted to Ihe Spectrum and stays 
there while the user loads the 
game. After the game has load- 
ed simply press the little blip on 
the side and the game will freeze 
while at the top of the screen a 
two tine deep blue box appears 
which sternly offers a copyright 
warning for itsehY// and then in- 
vites you to press any key. Now 
you are presented with five opt- 
ions; Load, Save, Poke, Run and 
New. To save the game you 
have loaded press S and Mirage 
asks you for a filename. After 
that simply enter the microdrive 
number and next a touching 
message appears , . . 'Please 
wait . . . ' After a long drawn out 
30 seconds the microdrive 
burst/grinds into life. As long as 
you remembered to format the 
cartridge and the microdrive is 
behaving,, you are asked if you 
want to verify the saved game, if 
you don't trust your drive you 

84 CRASH August 1985 



ation completed, you can now 
pocket the saved version of your 
game. The whole operation is 
completed in the time it takes to 
toad a game plus a little over a 
minute. 

The Mirage unit can copy a 
game to tape. Instead of the 
microdrive number you enter T. 
Tape copy facilities are general- 
ly frowned upon and Mirage 
clearly hope to win friends by 
designing the system so that 
games copied with the unit can 
only be run again if it is still con- 
nected to the Spectrum. One 
very good reason for keeping 
the unit attached at all times is 
that all the loading functions are 
handled by the software within 
the Mirage, To load a game 
press the red button and obtain 
the main menu, press L for load, 
enter the file name and then the 
drive number and that's it, much 
easier than using the normal 
microdrive commands. When a 
game has loaded from drive, the 
menu will appear again, to start 
the game enter R for run and off 
you go. The Poke option allows 
you to enter, say, an infinite lives 
poke without having to break 



MONEY 
FROM 
YOUR 
SOFT- 
WARE 



Published by: ESC 
Publishing, 25 Beaumont 
Street, Oxford, 0X1 2NP 
Author: Anne Staines 
Price: £6.75 (plus 80p 
Postage if you buy mail 
order) 



The days of the backroom soft- 
ware house are not yet over — 
we seem to get a constant 
stream of letters and phone calls 
from people who have just writ- 
ten, or are about to write their 
mega-game, the ultimate 
adventure or a super-dooper 
simulation. 'Can you recom- 
mend a software house I could 
sell it to', 'How do I avoid being 
ripped off' and 'Should I publish 
it on my own' are probably the 
three main questions asked by 
budding Matthew Smiths and 
Mike Singletons. 
And some of these questions 



are difficult to answer during a 
five minute telephone conver- 
sation — the commercial world 
is a jungle at the best o( times, 
and even the most experienced 
business types can fall foul of 
the traps and pitfalls that exist, 
Apart from having a worthwhile 
product, it's wise to be equipped 
with a fair understanding of 
topics such as copyright, 
marketing, the law of contract, 
finance and taxation before 
embarking on the quest for your 
fortune. Apart from the sharks, 
there's a whole host of legal 
requirements, rules and regu- 
lations waiting to confuse and 
confound the entrepreneur. 

We have been advising 
people who've asked us how to 
go about making money from 
their programs to get hold of a 
copy of Anne Staines' book. For 
£6.95 it's probably one of the 
most cost-effective investments 
anyone contemplating selling 
their software could make. Ms 
Staines is a barrister — they 
normally come very expensive 
— and she has drawn on her 
professional knowledge and 
experience to provide a read- 
able introduction to a whole 
host of topics, including basic 
details on setting up a limited 
company, protecting and 
defending your copyright, 
contracts, raising finance and 
marketing. All in one book, 
which costs about as much as 
ten minutes with a member of 
the legal profession, face to face. 
A good deal indeed. 




into the game. You are prompt- 
ed for the address and then the 
data. The poke option makes the 
creation of cheat games a 
doddle. 

Because the Mirage must be 
connected at all times, any other 
equipment has to plug into its 
through bus, that's simple 
enough until the little boxes 
start to argue. More often than 
not such rare problems can be 
prevented by changing the 
order of the devices hung on the 
Spectrum. On occasions when 
using the box we noticed the 
Murage system 'invades' the 
current game with its menu but 
pressing R returned everything 
to normal. 

The Mirage definitely out- 
strips the Interface III in terms of 



ease of use, flexibility and 
speed. However Interface III 

does allow the user to decide 
whether to save the opening 
screen or not. By not saving that 
screen two games can be fitted 
onto one cartridge whereas 
Mirage only allows one game 
per cartridge. The system would 
have been even better if a format 
routine could have been built 
into the list of Mirage options. 

This device is a must for the 
serious mierodriver. 



Price: £39.95 

available via Mail order 

Mirage Microcomputers Ltd 

24 Bank Street 

Bra in tree, 

Essex 






pfcG\* u 



V&l 



The Silversol 

ARCADE SIX-PACK 





Silversoft ARCADE SIX-PACK Offer 

2l2? e ^? nd ™° th ® »fe 9a J" es as fast 9S V° u can f f enclose 

'CRASH' ° fP ° St incfuded > made out to 

(Block Capitals please) 

Name ., 

Address . ... * ,,..'.[[', '.'.', '. ', ■•*.<< 

" Postcode 

^ Se n'!^ te: , Subsc ^f r ^ and reader d '«9unta do not apply to this 
offer. Offer closes 30th September 1985. 

Sertd your payment and order form to : ' 

StXS5r SOFTOFFER ' CRASH MAGAZINE, 
PO BOX 10, LUDLOW, I 

SHROPSHIRE SY81DB 



&o^ 



BTECHUNICHEnTECHnNICHEDTECHDN 




The Niche takes a first look at 
Basic Compilers for the Spectrum 









86 CRASH August 1985 







~ 



OHEnTECHUNICHEnTECHnNICHEUTEC 






There's a world of difference 
between ZX BASIC and machine 
code. Programs in BASIC tend 
to be slow, with jerky graphics 
and poor sound effects. Prog- 
rams in machine code run hund- 
reds of times faster — which 
doesn't mean that the graphics 
just jerk around the screen at 
Warp Factor Ten. No, machine 
code programming permits 
smoother movement, '3D' per- 
spectives, simultaneous sound, 
animation and so on. 

Of course, machine code 
doesn't necessarily make a 
game playable, and some 
classic games have been progr- 
ammed entirely in BASIC — 
Mined Out, Football Manager 
and Velnor's Lair for instance. 
But if you want to write a shoot- 
'em-up game, or a program with 
sophisticated graphics, you'll 
almost certainly find BASIC too 
slow. 

Back In the olden days of 
Spectrum programming, when 
programmers assembled code 
in their heads, and the back 
pages of the old orange manual 
were the first to fait out, there 
wasn't much alternative to 
learning machine code once 
you'd come up against the limit- 
ations of BASIC. 

Learning machine code was a 
traumatic process: before disks 
and microdrives (which brought 
their own meaning to the term 
'random access'} every prog- 
ramming mistake meant a 
crash. Teaching yourself mach 
ine code was a frustrating proc- 
ess as, after each mistake, it took 
several minutes to re-load your 
assembler, debugger and prog- 
ram source from tape in prepar- 
ation for another crack at the 
problem. 

Predictably it wasn't long 
before someone figured out 
that, if the computer was so 
fiendishly clever, it really ought 
to be able to make up machine 
code for itself. In this article we 
take a look at currently available 
BASIC to machine code trans- 
lators, or 'compilers'. Next 
month we hope to examine Cott 
and Blast, two new and aggres- 
sive-sounding BASIC compilers 
which are under development. 
In future Niches we'll blow the 
dust off other Spectrum lang- 
uages such as Logo, Forth, C, 
and Pascal. 

Meanwhile, back at the key- 
board, . . . 

WHY IS BASIC SO SLOW? 

BASIC is slow because every- 
thing you type is carefully 
checked to make sure it is cor- 
rect. This would be fair enough if 
it only happened once, when the 
program was entered, but the 
exhaustive checking continues 
even while a program is run- 
ning. 

It you write a program fn 
BASIC to add 2 and 2 a hundred 
times, the computer will take as 
long to work out the answer the 
last time as it did the first 99 
times. The actual adding is done 



fairly quickly in machine code 
(which is the only language the 
Spectrum's Z8C processor can 
really understand), but the over- 
all effect is still very slow. This is 
partly because BASIC checks the 
syntax of lines over end over 
again, even after they have been 
entered (in case some stray 
POKE or Cosmic Ray has 
changed the contents of prog 
ram memory?) 

BASIC is also hampered by 
the need to cope with all sorts of 
special cases. The routine to add 
numbers in the Spectrum ROM 
has to be able to cope with func- 
tions, arrays, numbers and vari- 
ables; these can have almost 
any value from minus several 
zillion upwards. The Z80 proc- 
essor can only cope with a few 
digits at a time; it has to do all its 
arithmetic in several steps, just 
in case. Worse still, it can't mult- 
iply and divide at all, so these 
operations must be performed 
'longhand'. 

Much of the code in the Spec- 
trum's ROM is taken from the 
earlier 2X81 BASIC, which was 
squashed into just 8K, In order to 
keep the size down, parts of ZX 
BASIC were written using a leis- 
urely version of the compact 
Forth language, rather than 
machine code, A new ROM for 
tbe Spectrum is planned 
(though not by Sinclair), but 
nothing has materialised yet. 

One of the nice features of 
Spectrum BASIC is the way that 
it lets you type in new lines of 
program and scrub out old ones 
as you test your program. This is 
hell for the BASIC system, which 
has to keep scrabbling around in 
tables to keep track of shifting 
variables and program lines. 
The longer your BASIC prog- 
ram, the worse this gets, so that 
a 20K program may run at half 
the speed of a 2K one. In 
compiled BASIC, however, the 
position of every line and varia- 
ble is fixed. This makes prog- 
rams fast, but means that you 
have to re-compile the whole lot 
if you changed one line. 

Finally, ZX BASIC is cursed by 
the stupid way humans like to 
write things. We write 'X = S + T 
when the computer would be 
much happier with '6 + 7 = X'. It 
can't do anything with the name 
X till it finds the equals sign 
(meaning that a value must be 
stored). Similarly, the equals 
sign isn't really relevant till the 
computer knows what is to be 
stored The plus sign means add 
two values — there's no point 
telling the computer about ft 
until it has found both the 
numbers, ZX BASIC actually 
performs calculations in the 
second sequence (which is 
called Reverse polish Notation), 
but it has to re-order them from 
the first sequence every time it 
finds them, and that is a slow 
process, 

WHAT'S A COMPILER 

The Spectrum BASIC compil- 
ers are programs which read a 



BASIC program and produce a 
machine code equivalent. The 
compiler and both programs 
have to be in memory all at once, 
which lim its the size of compiled 
programs to 1Q-20JC 

Compiled code may be any- 
thing from 2 to 200 times faster 
than the original, depending 
upon the compiler you are using 
and the intricacy of the original 
program. We ran (or at least, 
tried to run I }thestandard BASIC 
benchmark programs on each of 
the compilers- The results are 
shown in the Timing Table, 
along with the published tim- 
ings for ZX BASIC. 

The timings are not as fast as 
for pure machine code, which 
allows much more freedom to 
the programmer, but they are 
easily fast enough for most 
games programming. A number 
of commercial games are writ- 
ten in compiled BASIC (includ- 
ing frank W Stern, published by 
PSS) and look none the worse 
for it, although you'd be hard- 
put to write Knight Lore with a 
compiler, 

A few of the positions in the 
table contain asterisks, because 
the test program could not be 
processed by that compiler. In 
order to keep compiled prog- 
rams fast, and reduce the 
complexity of the compiler, the 
packages all impose restrictions 
on what they can compile. 



COMPILER CONSTRAINTS 

Softek's FP compiler is the only 
one that can cope with decimal 
values, for instance — this 
makes it much slower than the 
others, but means that it is the 
only compiler suitable for use in 
business programming. But 
who wants to run as business on 
a Spectrum anyway? The other 
compilers restrict you to whole 
numbers between -32767 and 
32767, although you can use 
values up to 65535 in POKEs and 
suchlike. 

You can switch back and forth 
from normal BASIC, machine 
code and compiled code with 
USR calls and RETURN instruc- 
tions, so it is possible to write 
programs in a mixture of lang- 
uages if you need speed at one 
point and sophistication else- 
where. 

The Softek compilers {FP and 
IS) are the only ones which allow 
you to use full BASIC string- 
handling; Mcoder gives you a 
fa rrly com plete set of f aci lities to 
work with short strings (up to 
255 characters) but Zip and the 
Mebmood compiler can only 
offer simple routines to read and 
write characters. You could 
probably write a text adventure 
using Mcoder or one of the 
Softek compilers, but you'd be 
much better off using The Quiff, 
Array handling is similarly 



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3TECHBNICHEnTECHUNICHEnTECHD 



limited — none of the compilers 
allow arrays of more than one 
dimensioned the tS and Meh- 
mood programs won't allow 
arrays at all. you can use long 
variable names with Mcoder 
and the Softek compilers, but 
the cheaper packages restrict 
you to 52 short variable names. 
The 'core' of ZX BASIC com- 
mands — PRINT, INPUT, PLOT, 
DRAW, LET, GO SUB, IF, and so 
on — are allowed by all the 
compilers. The Mehmood com- 
piler doesn't allow FOR loops, 
which meant that we couldn't 
run some of the benchmark 
programs. 

One of the snags of real mach- 
ine code is the fact that you can't 
'break in' to programs. Thissuits 
software houses, who want to 
discourage piracy, but it is very 
inconvenient for programmers. 
The only way you can stop a 
machine code program is to pulf 
out the plug and re-load it. Zip 
and Mcoder allow you to break 
into compiled programs at will, 
but the Softek compilers require 
a special command wherever 
you might wish to break into 
compiled programs. You can't 
break into programs produced 
by the Mehmood compiler at a II. 
The Softek compilers allow 
you to put special instructions in 
REM statements. These instruc- 
tions only work once a program 
has been compiled,, which is 
inconvenient since you can't test 
such programs fully in normal 
BASIC — one of the big advant- 
ages of BASIC compilers over 
machine code is the fact that you 
can test your programs inter- 
actively, with all the BASIC 
checks and hand-holding to help 
you, before you compile them. 

Softek's special instructions 
allow you to check for the Break 
key, enter machine code into the 
program, and move simple 
(character-sized) sprites 

smoothly around the screen. On 
the FP compiler you can also 
trap errors and simulate the ON 
. . . GO TO statement. None of 
the compilers let you GO TO a 
calculated line number — you 
must always GO TO a specific 
number. 

Mcoder offers some REM 
instructions, but these are des- 
igned for program testing. You 
can turn off BREAK checks, giv- 
ing marginally faster code, or 
turn on a 'trace' facility which 
shows the current line as it is 
executed. Mcoder and Zip allow 
you to pass variable values back 
and forth between BASIC and 
machine code. 



THE COMPILERS COMPARED 

So far we've taken a broad over- 
view, looking at the compilers 
together. In the following sect* 
ion we look closely at each of the 
five Spectrum compilers (there 
were six, but the first Spectrum 
BASIC compiler, SUPER C is no 
longer available). 

88 CRASH August 1985 




ZIP 1.5 

£5.50 

ZIP COMPILER OFFER, 120 

Greenfield Road, Harborne, 

Birmingham 

This is yet another refugee from 
a computer maga2»ne — an early 
version of Zip was listed (in the 
wrong order, mainly) by the 
troubleshooting goblins at Your 
Spectrum last year (issues 3-6). 



Wmmm 



slowly than Mcoder or /Sjl A Mehmood, 30 Webber House. 



I vRTJ! t*K77^T3M ;f!Ti 7fITi 



the Popular Computing weekly!! 

offering, Line numbers abovellThis compiler was featured in a 



Weekly articles in April this year. 



EiaiiiiMia. 



Compiler is written in BASIC, 



Mm mmMi iMffwm 



consisting of twelve pages of A5 Hed for the compiler program. As 
(reduced from the A4 originals), llsoon as an error is found a 




several programs into different 
areas of memory by using 
CLEAR between one compil- 
ation and the next. 

FP is a well -written program, 
but it is expensive and may not 
be useful to many Spectrum 
users, since it doesn't offer a 
dramatic speed increase over 
well-written BASIC. We'll look at 
din next month, when we 
examine BLAST, a new compiler 
also designed to process 'off the 
| shelf programs. 



None of these compilers really 
offer 'instant translation' for 
your BASIC, With the possible 
exception of Softek's FP you 
really have to write your prog 
ram with compilation in mind — 
it is hard work lo convert exist- 
ing BASIC to suit any of the 
compilers. Also, there are some 
things which are hard to do 
without the flexibility of real 
machine code. That said, the 
packages all produce working 
code pretty effortlessly, and you 
can be reasonably confident that 
compiled programs wilt work 
first lime — untike hand-coded 
ones! 

Next month, PR companies 
willing, we should be able to 
report on two new compilers — 
Coft, from HiSoff which is a 
development of Mcoder, and 
Oxford Computer Systems' 
Blast, which promises to com- 
pile absolutely any ZX BASIC 
program, without alteration. At 
the moment we're having a brt 
of trouble wheedling copies out 
of the manufacturers — they 
both seem to be holding back 
until they've had a chance to 
dismantle their competitor's 
product! We'll compile more 
information next Niche 



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DEREK BREWSTER 





DON'T BLAME ME 
I'M ONLY THE 
PROGR 



ONE GOOD RULE in life is 'never boast about anything until you 
have seen it through'. And the other pearl of wisdom you tend to 
hear is 'things are always more difficult than they look'. 

Taking the first rule, I think we can safely say there have been 
many companies who, in retrospect, would have done well to take 
heed of it, You don't have to took too far for examples of games 
which demonstrated this rule; here are a few of the notables: 
Sherlock, The Great Space Race, Swords and Sorcery, and, of 
course, Psycfapse and Bandersrtatch. Big things were expected of 
these games, not because of previews generating interest but on 
account of rather large advertising campaigns. Their high public 
profiles suggested that an enormous expenditure on hype could 
only possibly indicate a similar expenditure in time and effort on the 
program itself. Which leads me on to the second rule 

Things are -always more difficult than they look — but in the case of 

grogramming, things become nigh-on impossible. Take the balance 
etween speed and length. The number of moving graphics will 
determine how quickly a game will play; too many moving graphics 
and all wilt be reduced to a snail's pace. If the graphics are stored in a 
compact form then the code to decipher them may well slow the 
game appreciably. The length of code becomes critical if the graph- 
ics are stored in the form to be displayed on screen, as a vast amount 
of memory is required. 

It is difficult to know how this balance between speed and memory 
will work out until the project is well underway. Indeed, it may only 
be at this later stage when it is discovered the whole programming 
project was too ambitious in the first place. This problem besets all 
programmers but will affect those who work on orders from above 
to a greater extent. 

Every software house worth its free publicity has a whole 
menagerie of Managing Directors, Marketing Managers, Public 
Relations Officers, Secretaries, Graphic Artists, Games Designers, 
Cover Artists and someone to make the tea (teaperson). This is a 
considerable number of people - even if the V signifies at the very 
most two people with each job title, and there is much overlapping of 
roles eg a Marketing Manager may make the tea, while Public 
Relations ensure each cup has the correct amount of sugar in it. 

The problem is that the orders from above can come down so thick 
and fast, that they soon form a heavy overburden which begins to 
exert a significant pressure on the poor guy at the bottom — who is 
none other than our poor little programmer, struggling with the 
implications of our second rule. He may be having difficulty imple- 
menting some big idea from above, perhaps a film/TV /superstar 
endorsement and and be desperate to get the game finished 
knowing how much the software house paidto secure the rights. 

Don't get me wrong. The marketing, graphic and design skills are a 
very important part of the new mega-game blockbuster. All I am 
saying is spare some resources for the people actually programming 
-it may well pay off. 




THE 

FOURTH 
PROTO- 
COL 

Producer: Hutchinson 
Computer Publishing 
Price: £12.95 
Language: machine code 
Authors: J Lambshead,G 
Paterson, Electronic 
Pencil Co 



If the last book you read was the 
Beano annual 1978 then you 
may not be aware of the stand- 
ing of The Fourth Protocol (the 
book) in the literary world — 
where it was received to great 
popular acclaim. Much of the 
panache of that Frederick 
Forsyth novel dealing with the 
murky depths of counterespion- 
age is retained in this computer 
game. It boasts a development 
team of games designers, 
graphic artists and program- 
mers, and on loading you can 
well believe it. The game's con- 
cept has been very well imple- 
mented and the graphics are 
attractive and impressive. 

The plot goes like this: in a 
remote cottage just outside 
Moscow a Soviet General Sec- 
retary and the British traitor Kim 
Philby plot the most audacious 
offensive of the cold war, code- 
named Plan Aurora. The plan is 
to destabilize Britain and force 
the disintegration of NATO. 
With the NATO pact out of the 
way Soviet forces would then be 
free to overthrow Western 
Europe. The idea is to renege on 
the Fourth Protocol, a part of the 
Non-Proliferation Treaty signed 
by thB 1968 nuclear powers of 




Britain, USA and Russia. This 
involves the smuggling of a 
nuclear device into the UK and 
exploding rt there just before the 
1987 General Election. A KGB 
disinformation program will 
ensure the nuclear disaster is 
blamed on an American military 
installation. The election of a 
hard left government commit- 
ted to withdrawal from NATO 
will lead to a totalitarian state in 
Britain. Your role is to play John 
Preston, MI5 investigator, who 
must uncover Plan Aurora and 
ensure that its insidious results 
are never realized. 

Even as you take up your post 
as head of CI(A) a burglary is 
taking place somewhere in 
England, The burglar steals the 
Glen Diamonds but, more 
important, disturbs some secret 
NATO documents. The MOD 
mandarins receive these files 
and immediately get the 
Paragon Committee, whose sole 
concern is the source of the lost 
documents, onto the case. Your 
task is to find who is leaking the 
secrets, to whom they are being 
leaked, and why. Meantime, 
however, you must run a busy 
secret service department from 
your Cencom control network, 
maintaining as low a public pro- 
file as possible. 

Nato Documents is the first of 
three parts on the tape and is an 
adventure/strategy game which 
uses an icon driven control 
system re you point to what you 
want and then press ENTER to 
reveal further options. The heart 
of the game is the Cencom 
display which allows access to 
news reports, sitreps (situation 
reports), files, telephone calls 
(both in and out), surveillance of 
suspects, and self-assessment 
to see how you are getting on in 
your role as head of CI (A), By 
way of this series of menus and 
sub-menus the player can effec- 
tively control the whole organis- 
ation: ail its in- and outgoings of 
both personnel and messages. 
A file can be read into your 
Cencom system's memory over 
the telephone from Blenheim, a 
building which contains the vast 
archives of MIS. As you might 
expect, however, codes must be 
deciphered and entered 
correctly, 

Playing, the first thing you 
might like to do is to track down 
your personal list of telephone 
numbers as there is some 
important information available 
to you at Blenheim, You will 
need your one-time decoding 
sheets in order to enter the code 
of the week (which, strangely 
enough, lasted well over a 

CRASH August 1985 91 




MORDON'S QUEST 



month when I played it), This 
allows you to download into 
your Cencom console valuable 
lists of Cabinet and Foreign 
Office staff who had access to 
the stolen documents. Those 
staff with access to photocopy- 
ing facilities are shown — which 
may be significant, as the stolen 
documents were photocopies. 
All the while you must concern 
yourself with the funning of a 
busy secret service department 
and this can even go as far as 
probing the private lives of the 
workers in your office. Miss 
Abbs has a fling with a foreign 
diplomat and you must decide 
What you are going to do about 
it, if anything. More important is 
finding out who leaked the NEC 
privatization documents to; the 
national press and dealing with 
the culprit. 

An important part of security 
is surveillance and choosing the 
surveillance icon allows you the 
option of allocating up to 25 
watchers to any one suspect, 
and withdrawing some or all of 
them as their activities become 
less critical. The assessment 
icon is also of great interest to 
the player as it reports back just 
how well the player is doing. 
Your prestige rating will change 
with the competence of your 
decisions and has a tangible 
effect on how many watchers 
MIS are prepared to allocate 
you. These decisions are realist- 

92 CRASH August 1985 



icaliy difficult and you must take 
care not to air a scandal in public 
or feed the press any intrigue. 

The Fourth Protocol :The 
Garne consists of three indep- 
endent programs - The Nato 
Documents, The Bomb and The 
SAS Assau ft Secret codes are 
given when programs 1 and 2 
are successfully solved and 
these words allow entry to the 
next part. The different parts 
make up a game which is truly 
original. It has been exception- 
ally well planned in that it is very 
easy to play right from the start 
and keeps your interest through- 
out. 



COMMENTS 



Difficulty: intricate plot 
Graphics: good icon graphics 
Presentation: professionally 

designed 

Input facility: icon driven, 
sometimes has a tendency for 
an annoying auto repeat 
Response: instantaneous 
General rating: a highly 
playable and addictive 
adventure /strategy game 

Atmosphere 9 

Vocabulary N/A 

Logic 9 

Addictive quality 9 

Overall value 9 




Producer: Melbourne 
House 

Price: £6.95 

Language: machine code 
Author: John 
Jones-Steele 



The cassette inlay proclaims 
'The Classic Adventure contin- 
ues'. And so it does, as not only 
is this offering from the same 
author as Melbourne House's 
Classic Adventure (based 
almost entirety on the famous 
mainframe program) but it 
marks a return to traditional 
values in adventuring ■ puzzles 
galore, text compression to 
ensure a worthy length and the 
complete absence of pictures 
that might otherwise use up 
precious memory. 

You wouldn't need a market- 
ing executive to tell you that the 
best way to spruce up a text 
adventure is to redesign the 
character set and that's what we 
have here. Further, 40 charac- 
ters a line, justified for a square, 
neat, look, and a dash of attract- 
ive colouring convince the play- 
er someone has taken the time 
to get the appearance just right. 
As for the substance, he re again, 
there is much to admire. The 
location descriptions are long, 
detailed and well-written. The 
plot is entertaining and each 
part of the story is interesting 
and imaginative. Offering six 
lives to save the player starting 



all over again each time a life is 
lost is a super idea 

Your quest is awe inspiring 
enough, to save the universe, 
and this is achieved by recover- 
ing the lost components of an 
immortality machine. The 
machine's owner is Mordon, the 
Ancient One, who appears 
before you early on, shrouded in 
light. Finding Mordon while you 
play is not so easy and needs a 
little wandering before he finally 
reveals himself. The exit from 
the curiously familiar house in 
which you find yourself leads 
into a mist-filled jungle where 
you encounter quicksand and 
many other sticky situations. 
You finally stumble into the 
ruins of an ancient city which 
conceals many old relics 
beneath its dust, such as pieces 
of machinery and old coins. 
These spare parts and treasures 
are very significant as your 
SCORE is comprised of these 
alongside the number of turns 
taken so far. On through caves, 
tunnels and jungles and seem- 
ingly thousands of years pass 
with each step as you are trans- 
ported into a fantastic future 
world of perspex domes, flash- 
ing lights and ambient music. 

The nuts and bolts of this 
adventure are on the whole 
encouraging, with the text 
compression allowing long nar- 
ratives — the speech of Mordon 
lasts two full pages. Take this 
first location description for 
example. 'You are in the master 
bedroom, despite the richness 









of the bed and the oriental 
carpet underfoot, the room is 
sparsely decorated. An indefin- 
able atmosphere permeates the 
room, as if some great tragedy 
once occurred here. Tall sash 
windows face north and west. 
Large double doors open to the 
south'. 

However, some aspects are 
unusual or perhaps even disap- 
pointing. I have previously 
stated an opinion on non-stand- 
ard vocabulary so no two 
guesses for what I think about a 
game which chooses to use 
WHERE for LOOK when trying to 
redescribe a location or to see 
the result of some action, like 
switching on a torch. The EXAM- 
INE command does not prove as 
useful as it might, and what is 
more, it is not error checked so 
EXAMINE XXX and EXAMINE 
TRANSPORTER both throw up 
'You can see nothing special'. 
Most problems are logical but 
the first, which leads to the 
apparition of Mordon, is illogical 
end arbitrary. 

There are many humorous 
interludes to your deadly ser- 
ious quest of saving the known 
universe. I'll leave it to you to 
discover the consequences of 
EXAMINE ASHES or KILUng the 
carnivorous PLANT. More fun 
can be had in the cannibal's hut 
while you desperately try to find 



a way out 

Mordon's Quest is a tradition- 
al adventure and is in many 
ways an updated supplement to 
C/assic Adventure from the 
same author. Due to extensive 
text compression the game is 
■long - over 150 locations with a 
vocabulary of over 400 words. 
After playing many much more 
fanciful efforts this summer ! 
very much enjoyed this game as 
it has I ong , atmospheric desc ri p- 
tions and the puzzles have been 
ingeniously interwoven into a 
fascinating fabric of clues and 
apparent dead ends. If you 
enjoyed Classic Adventure 
you'll like this one. 



COMMENTS 



Difficulty: moderate 
Graphics: none 
Presentation: reasonably neat 
and readable, uses 40 characters 

f»er row 
nput facility: accepts sentences 
Response: very fast 
General rating : very good; a 
long, atmospheric game 



CONFIDENTIAL 



Atmosphere 
Vocabulary 
Logic 

Addictive quality 
Overall rating 



Producer: Radar Games 
Price: £6.95 
Language: Quill 

Authors: D Heaiey and C 
Guest 

Confidential is undoubtedly 
from a small software concern, 
but the effort expended in mak- 
ing this an interesting game to 
piay is evidenced in the extens- 
ive literature which accomp- 
anies the cassette. As well as the 
super (and accurate) map and 
notebook which every player 
receives, I had a good read of the 
Confidential File hints list, with- 
out which I would have found 
the going rather difficult to say 
the feast 

The supporting literature 
makes much of this game find- 
ing its setting in the real world 
with real streets, bank, shops, 
nightclubs and a taxi office. Of 
course they aren't actually real 
in that they exist in the fictitious 
town of Fox Bay, but consider- 
ing this game was written some 
time before last month's edit- 
orial it's certainly a welcome 
change to wander about a town 
which at least has a street map 
provided. 

Confidential is the story of the 



disappearance of a Mr Richards, 
a property developer, from the 
small coastal town of Fox Bay, 
and the subsequent investig- 
ation carried out by the focal 
private detective, Craig Adams. 
With suitable deference to one 
or two notables in this area, the 
game attempts to bring some- 
thing akin to Cluedo to the ad- 
venture world. 

You find yourself in the Craig 
Adams Detective Agency and 
faced with the immediate 
scourge of any office worker - 
the ringing telephone. But you 
are no sedentary 9 to 5 type and 
this calf is a real humdinger, 
dropping a juicy pomegranate 
of intrigue right into your trench - 
coated lap. A Mrs Richards of 
Dale End, a western suburb of 
fox Bay, is worried about her 
husband who has been missing 
for 5 days. All she knows is that 
he left for work as usual at 8.30 
am on Monday morning and 
was to collect a special present 
for his son's birthday. Your mis- 
sion is quite simple - find out 
what has happened to her 
husband. 

The game which builds up 
from around this conversation 
involves you travelling around 



OF 



&■ The Quill 

YEAR 




& The Illustrator 

The Graphic 
Adventure Writing System 

For Tlie 48K Spectrum 

Illustrator £14.95 



The Quill £14.95 



GIKSOII 

30, Hawthorn Road 
Barry. South Giam 
0446 - 732765 




From Computer shops Nationwide 
Or direct from us by post or phone 
Card Order Line Staffed 24 Hours Dally 

- 41361 Ext 430 



— 



CRASH August 1985 93 



f by car when out of town ) col lec- 
ting snippets of information 
which domino you around the 
circuitous route followed by the 
missing man. Your chief allies in 
this search are a keen ear for 
those satient facts which point 
toward the ultimate truths, and 
the passport discarded in Mr 
Richard's car which affords the 
very necessary identification 
when quizzing store assistants 
and other suspects who haven't 
got the foggiest who this Mr 
Richard is, or was, for that 
matter. I never did quite play 
enough to find out what exactly 
djd happen to the guy, though I 
did begin to fearthe worst 

Some aspects of the plot are 
quite complex, and to be honest 
I would have found much of it a 
struggle were it not for the hint 
sheet kindly supplied by Radar. 
The vocabulary is not restricted 
to verb/noun to the extent that 
phrases like GIVE THE PASS 
PORT TO THE WOMAN must be 
entered to do the simplest of 
things. Since I tend to keep to 
verb/noun in the interests of 
time I entered PASSPORT 
WOMAN — a seemi ng fy i I log i ca I 
statement On the whole the 
game is not a friend ly one. 
Which part of a name is accep- 
ted? For example, the Club part 
of Club Tropicana and the Store 
part of Department Store, but 
the Richard part of Richard & 
ttlis Developments, is annoy- 
mgly inconsistent - where only 
one pari of a noun is accepted it 
helps if the program keeps to 
one approach throughout 

There are one or two onerous 
tasks everyplayer will meet dur- 
ing play. One is the constant 
need to UNLOCK then ENTER 
the car when any distance is to 
be travelled. Another is the task 
of dropping an item before 
another can be picked up, made 
all the more essential by the 
program's devious construction 
which ensures there is little 
option but to do this every time. 
One curious one-off hitch is the 
inability to leave the mainten- 
ance bay with LEAVE MAINTEN- 
ANCE. LEAVE GARAGE is 
needed and so to leave the 
garage LEAVE GARAGE must be 







ADVENTURE 

TRAIL REVIEW 

RATINGS 



repeated twice, once to leave the 
bay and the second time to leave 
the garage proper. Another 
(one-off!) is the necessity of 
opening a door in the taxi office 
which is described as being 
already open. Incidentally, I very 
much doubt if f could have got 
past the taxi office were it not for 
the hint sheet. 

A more fundamental irritant is 
the need to interview suspects in 
the correct preset order other- 
wise certain crucial events, like 
the opening of banks and stores, 
will simply not occur. Interview- 
ing Mr Ellis, a partner in the 
missing man's firm, is a partic- 
ularly crucial stage; missing it 
could leave you thrashing 
around the garage or high street 
to no avail. This interview also 
marks the time when the local 
constabulary decide your car 
would be safer in their car 
pound, 

Because of this fundamental 
constraint on your actions, and 
the order m wbfch you may carry 
them out, the adventure takes 
on that distinctive linear look, 
where before a problem can be 
tackled the one before it in the 
line must be laid to rest. 

Confidential is a well-present- 
ed, attractive, Quilled, text-only 
adventure. In terms of storyline 
and plot it is significantly above 
average and clearly represents a 
considerable amount of work on 
the part of the programmer. 



COMMENTS 



Difficulty: quite difficult 
Graphics: none 
Presentation: quite good 
Input facility .basically 

verb/noun 

Response: instantaneous 
General Rating: original plot, 
definitely worth exploring 



Atmosphere ' 7 

Vocabulary 6 

Logic 7 

Addictive quality 7 

Overall value 7 



ATMOSPHERE: redacts qugjrlyof 
location description andgrapWcs artd 
t»w credibly characters befJave. 

VOCABULARY: Ihe completeness & 
8» vocabulary and Mendfotess of 
response. All worete and associated 
words (objects etc) in tocaton 
deseriptoosshouW be jnctuoted. 

LOGIC; retectelhelogicoline problems 
encountered and whether or not you a/8 
l*ety lo be Wiled wUhoui warm*g or 
chance of escape. 

DEBUGGING: indcfflesthe lev* of 
cfasnproo»ng. a program should not be 
crashed simply by mawng an incorrect 
orrtry or by Dressing an unfortunate 
combtnabonofkeya. 

OVERALL: general raling based on price 
and the other ratings BUT NOT AN 
AVERAGE OF THE OTHER RATINGS. 



THE 
ANTAGONISTS 




94 CRASH August 1985 



Producer: 

Add iso n- Wesley 

Publishing 

Prfce: £5.95 

Language: machine code 

Authors: Hal Renko, Sam 

Edwards, Hermie 

Hermens 

The Antagonist a Micro world 
Adventure from Addison- 
Wesley Publishing, follows 
Arendarvon Castle, reviewed 
last month. Once again you can 
buy the book and type in the 
program or buy both the book 
and program. Both games have 
a very similar format with an 
interesting and highly inform- 
ative book supporting unimag- 
inative and somewhat primitive 
software. It's difficult to do the 
game justice in this review with 
such lacklustre coding, so much 
of what I will say will necessarily 
pertain to the book which looks 
very much like any other that 
might be found lining the 
shelves of a bookshop. Its 
content is also impressive and 
sets in motion a process I very 
much admire in that it encour- 
ages the pfayer to seek out and 



use information from a dossier 
file which, taken as a whole, 
describes the strange world in 
which you find yourself. 

The file you carry has some 
diary entries of one Albert 
Ren shaw, more of whom later; a 
book on flowers by a learned 
professor; a publication from 
the James Arwell Society com- 
memorating one of the greatest 
scientists who ever lived; and a 
guide to INSECTOLAND, an 
insect Disneyworld built m the 
23 rd century. 

Albert Renshav/s diary might 
/ust be as boring as anyone 
else s were it not for one thing - 
in a world dominated by insects 
and ruled by ants it was he who 
had the dubious distinction of 
being the last surviving member 
of planet Earth, a sort of Omega 
Man armed with fly spray. As 
every budding 20th century biol- 
ogist knows, the insects, which 
are the largest single group of 
animals on Earth, have one ser- 
ious limitation imposed upon 
them by the way in which they 
breathe — through pores and 
the tubes which lead from their 
tough outer skeletons — which 
prevents them from reaching 
any threatening size. So why 









IwaLeprie children. 
Note the peculiar 
hair-Htyleoften worn by 

Uprie children, and the 



absence of shoes; tho feet 
ST 6 °^ en Wound *n r*gs. 
The ball Is almost certainty 
a found object. 




doesn't our Renshaw chappie 
don a targe pafr of boots and 
simply walk all over his 
assa HANTS? 

Well the answer lies In the 
curious delight afforded any- 
blue blooded scientist by meddl- 
ing in areas he knows next to 
nothing about. In this case the 
21st century had not only prod- 
uced curios like chemical sociol- 
ogy and psychological physics 
but a wondrous growth hor- 
mone which certainly grew i ivh 
stock and foodstuffs more 
quickly, but also had the discon- 
certing effect of spawning 
whopping great big creepy 
crawlies which had the where- 
withal! to try and flush YOU out 
of the bath. 

AM good science fiction turns 
humour into a satirical scalpel, 
and this book is no exception. 
Two funnies stick in the mind 
particularly. The first relates 
how, as insects got bigger, so 
did the movement concerned 
with insect welfare and the 
second how the prefaces to The 
Book of Flowers tells of the way 
in which a Professor Rosebush's 
classification supercedes that of 
the deceased Professor 
Lanuski's even though Lanuski, 
the previous editor of the trea- 
tise, had expressly attacked 
Rosebush's classification in an 
earlier preface. Hence the pref- 
aces relate how classifications 
only last as long as their prop- 
onents and, more generally, 
how science is full of pompous 
pedants. 

Turning to the adventure 



itself, much of the early play is 
within fields and the caves 
beyond them. Throughout the 
adventure you must research 
and make reference to your 
dossier (which in reality is the 
glossy softback book} and this 
First part is no exception. In the 
fields are scattered various 
flowers and as you climb their 
stems you relate the on-screen 
information with that in the 
Book of Flowers. This however 
is no easy task as the program is 
deviously sketchy with one or 
two of its descriptions, but of 
course, some are instantly 
recognizable and you then refer 
to the guide with renewed 
confidence. The flowers are real- 
istically, and usefully, divided 
into the niches of marine, fresh, 
swamp, wet and dry. 

There's just a touch of sci-fi 
philosophy within the James 
Arwefl Soc publication. It puts 
forward the hypothesis that the 
hallmark of true genius lies not 
in the complexity of a theory but 
in its simplicity and accessibility 
— and so it reckons Elvis Presley 
and Michael Jackson were the 
real geniuses when compared to 
the Tikes of Bach, Mozart and 
Beethoven. (An interesting 
theory on the rise of popularism 
and the decline of Radio 3). The 
publication also tells of the 
Lepries. who have a total lack of 
physical beauty but are friendly 
eno ugh f a nd t he Teni n s, who are 
similar to elves but can change 
rapidly in mood to become dark 
and deceitful. Lepries enjoy a 
kind of blueberry soup which 



turns the leprie blue except for 
the hands which become a 
bright yellow hue. 

The guide to INSECTOLAND 
gives information and clues con- 
cerning the various giant ants, 
bees, flies, beetles and butter- 
flies which inhabit the park. A 
creature you will soon be look- 
ing up in the guide is the glow- 
worm which emits light during 
its whole life-span, and we learn 
how the production of light 
decreases if the worm is depriv- 
ed of honey. 

The Antagonist is a fine book, 
but the poor quality of the soft- 
ware on the tape lets it down. It's 
a little amateurish to expect the 
player to type RUN after the first 
part of the program has loaded 
|n. The appearance of the screen 
is very dull with the original 
black Spectrum print left on a 
glaring white background. If you 
load the first part of this 
program you may find it better 
to then add 1 00 INK 6 : PAPER : 
BORDER : CLS and then SAVE 
'ANTAG' LINE 1 which will allow 
an auto RUN. 

Although the book creates a 
good atmosphere, the location 
descriptions in the program are 
sparse and disappointing, Some 
locations have nothing on your 
present predicament but merely 



tell you what is in adjacent 
areas, which gives certain 
regions an anonymous feel. As 
with the first game, the vocab- 
ulary is very limiting and there 
doesn't appear to be any equiv- 
alent of EXAMINE. The game is 
not difficult but trying to correl- 
ate the cave system to its text- 
book equivalent may take some 
time. 

The Antagonist is a note- 
worthy project but I feel more 
effort could have gone into the 
programming aspect which, 
after all, is what most software is 
all about! 



COMMENTS 



Difficulty: quite easy 
Graphics: none 
Presentation: poor 
Input facility: generally verb/ 
noun though needs a weapon 
specified for combat 
Response: very fast 
General Rating: detailed and 
interesting book, program 
locations poor 

Atmosphere 7 

Vocabulary 5 

Logic 8 

Addictive quality 6 

Overall value 6 




Lepries at leisure. 






CRASH August 1985 95 



' 






^KMofr 



This month's rnailbag sees 
more comment on graphics, 
help with Dragontorc and a 
massive pile of help requests 
from distraught adventurers. I 
must thank everyone who sent 
in help on games they had 
artially or fully completed, 
hese are a great help to me for 
ie latter part ot SIGNPOST, so 
keep them flowing. Anyway, I 
won't waste any space that 
;ould be taken up by Oli's 
pictures so well get straight 
into the letters 

GRAPHICS f 

Dear Derek, 

There has been the argument 
about graphics in adventures 
going on for ages. Trouble is, the 
latest trend is a graphic at every 
location. And what are these 
graphics? Repeat patterns 
making up pictures that become 
familiar very quickly, and so 
they soon blend into one 
another and you ignore them. 

There should be fewer (about 
twenty) excellently drawn 
graphics which don't impinge 
on the memory space needed 
for vocabulary and location 
descriptions. Remember 
playing TheHobbitlW really was 
a pleasant surprise after 
completing a problem to find 
another original graphic in the 
next location. Graphics are so 
much more enjoyable when you 
don't expect them. 

While I'm on the subject of 
graphics . . . SIGNPOST appears 
to be getting consumed by 
artwork , wh en half of the two . 
page spread of clues is a picture 
(May), isn't it a bit much? 
Andrew Walker, Sheffield. 

The length of SIGNPOST is 
usually determined by the 
length of time between 
finishing ADVENTURE TRAIL 
and the copy date for CRASH or, 
as this is usually a negative 
number - one week after the 
copy date. The May SIGNPOST 
was a bit short — I'll try and do 
better! DB 

96 CRASH August 1985 



1 



J 



GRAPHICS 2 

Dear Crash, 

My favourite adventures have 
been Valkyrie 17. Cold it* , Ket, 
The Hobbit and Roman Eureka. 
The best place for an adventure 
is the past or present because! 
find it easier to relate to places 
from my experience or 
knowledge of history. 1 find 
adventures set in the future 
difficult to relate to as 1 have no 
knowledge of such places! 
(Snowball, Ship of Doom etc.} 

Graphics should be used on 
about 50% of locations and 
should be very colourful and 
about the same si^e as those in 
Coiditi, Knight's Quest and 
Magic Mountain, Clues to what 
is in the I oca li on should not be 
shown in the graphics, they 
should be hidden in the text, 
unless of course the picture 
changes with your actions as in 
Voikyne 17, 

Speech and character 
interaction are a must as shown 
in The Hobbit, 

Stephen Atherton, Workington, 
Cumbria. 

Must admit, with games like 
Gremlins, I'm getting won over 
to graphics. However, as I've 
always said, if they are included 
they must be of good quality. 
DB 




DRAGON TALK 

Dear Derek, 

On reading SIGNPOST I was 
glad to see you dumping the 
debugging rating and including 
Addictive Quality, and whilst I 
agree that a comment is best for 
rating graphics I think that Mike 
Robert is right in asking for 
Getting Started and Payability 
as these affect an adventure just 
as much as they da an arcade 
game. 

Going back to Mike Roberta 
letter, where I do not agree with 
him is when hesaysAva/oaand 
TirNa Nog aren't adventures. I 
would say that they are, as even 
the worst adventure player can 
complete these but an arcade 
champ wouldn't stand a chance 
unless he had brains as well as 
reflexes. I think that tips on these 
games could be moved out of 
Robin Candy's overflowing 
playing tips into SIGNPOST. To 
help begin this, hefe are some 
tips tot Dragon tore, they don J f 
tell you everything so you'll 
have to do some work for 
yourselves! 

In general: Make a detailed 

map! 

Elves kill goblins, skeletons, 
axemen and devils. Missile 
Spells kill these and some 
Spiders, The warrior spells (in 
Medyn's Cave) kill most 

atures but not things like 
fireballs. Lit torches are useful 
against snakes. If you need to 
use a spell in the next room 
quickly, scroll to it and press left 
or right. Wow when you enter 
the room you will be ready to 
use the spell straight away. 

Last month's tips in CRASH 
will have left you in Ha Igor's 
Sanctuary (if you could n't find ft, 
try moving Ha Igor's seal over a 
siab at the Dragon's Teeth}. 
Going through the door, move 
the seal over the 3 spiders to get 
the Slow, Mantle and Return 
spells Cast Return to take you to 
Halgor's tornb and Find a key, 
this opens the door to a room 

lining a glowing anvil 
which you will need when you 
have 4 crowns. 

DREAMDOWMS : Find a squirrel 
and bow inside a box, Give the 
bow to an elf get a nut and crack 
the nut with the squirrel; there's 
9 key inside. Go through a dark 
room into the ruins of the cantii 







!Hk 















£ 






^k! 






cm \ L(-s 



SPECTRUM 48K 
AMSTRAD464 

£9.95 



GARGOYLE GAMES LTD., 74 KJNG STREET, DUDLEY, WEST MIDLANDS DY2 8QB 
Telephone: (Sales) 0384 238777 (General) 0384 237222 



and let your elf kill off all the axe 
throwers. Open a box wfth the 
key to get a magic symbol which 
takes you down to some more 
ruins. I'll just say that there's a 
crown down there somewhere, 
and that the Light Spell in 
Witchwoods will be useful . . . 
but I'll leave the rest up to you. 

WITCHWOODS : Here can be 
found a frog, a bat and a herd: 
take these to the cauldron to get 
a wand which can be used to 
find a halfmoon, combine this 
with 'the vault key lies in 
sanctuary' message, 

TORHENGE : Find a rather cute 
bunny and rake him to soi i le 
burrows to find his friend and a 
key. This key opens a box with a 
symbol inside. Now take your 
bunnies to some carrots, to find 
a slab which is opened by the 
symbol and go down to the 
Cursed Crypt, By taking various 
symbols to signs on the walls 
that produce skeletons- you can 
reveal a leycube and escape. 

DRAGONS TEETH : As well as 
Halgor's Sanctuary you can find 
a divining rod which will 
uncover a Bane spell in the 
leaves and a crystal of 
antithought in a pool, 

TROLL STONES ; find a coin in 
the stump and chuck it in the 
pool to enter Hellsmoutb. Get an 
axe and smash the stone In the 
cyan room to find a key which 
opens a box with a magic 
symbol in it. Use this to uncover 
a leycube to get back out. 

WYRM CRAG : Swap jewels 
with the elves for a key (opens a 
box that contains a spell) and a 
torch, which can be lit at a fire 
and used to kill snakes. In the fire 
clearing, open a box and give 
the bow inside to the third elf; 
the key you receive will open the 
door to the Citadel of Mo rag- 
Take an elf in with you; he will 
kill almost anything and when 
he dies go and fetch another 
one. Use The detect spell to 
reveal invisible goblins and use 
Undo on a green key to stop it 
producing snakes; it will open a 
box with another key inside 
which opens doors leading to 
Morag herself I 
A Bailey, Carshalton, Surrey. 

I do tend to think these type of 
games should be included in 
A.T. and SIGNPOST, however 
Robin Candy and the Big Boss 
tend to be confused on this 
matter. Problem is they're so 
good everyone wants lo write 
about (that's a euphemism for 
play! | them. Anyway I'll award a 
prize of Dun Darach to th is letter 
since I got stuck down a hole at 
the beginning (If you're 
confused, so was II). DB 





I've had so many tetters from successful explorers asking if the v 
S^pES ■complete a certain adventure I've decided to start a 
fcUitHHEROES section in the October issue, The first person to 
complete a particular adventure will achieve fame (the Buss won't 
allow any fortunes! I by having his or her name and achievements 
published To qualify you must give the date you completed the 
game (it shouldn t be much different to the postmark on the 
envelope), a few hints on how you achieved it and most importantly 
what happened at the end. Games reviewed before the July issue 
don t qualify as they will already have been completed many times 



Steve Richardson, from 
Aylesbury asks: Could you 
please tell me how to obtain 
money in Valkyrie 17 and also 
how to enter the cable car? To 
obtain money, you will need to 
QBXO UIF OFDLMB0F JO 
UPXO. From the town you can 
use the cable car by UZ JOH UIF 
TUSJOH UP UIF MFyVFS Eariier 
on in the same game, 
Christopher Man ley of Norwich 
is having difficulty arriving at 
the bottom of the ski slope 
alive! You must first SFBE UIF 
CPPLJQUIFiPUFM. 

The Guardians in The final 
Mission are still causing 
problems, Philip Difoko from 
Glasgow writes for help in 
passing Guardians 1, 2, 4 and 5 
Guardian 2 is a red herring. 
Guardian 4 asks red circle, green 
square, what has Edgar that the 
arrow hasn't? Answer HB. 
Subtract SFE GSPN FEHBS. I 
gave the answer to no 5 last 
month and I'll leave no 1 for 
another day! 

In Veinor'sLa/rG, L Levouich 
from Norway has fed the 
Crocodiles and has a bath tub 
but is still unable to cross the 
river. You need the PBST GSPN 
UIFUSPMMIvlBJS. 

Recent Adventure International 
games have proved exceedingly 
popular. About the game 
Spiderman, W. White of 
Alders hot writes; If your spider 
sense tingles towards electro 
you can jump out of the way of 
his electrical bolt but how do 
you defeat Doctor Octopus or 
Electro and start the computer 
controlled presses?. To defeat 
them both together HFU PDUP, 
UU FMFDUSP. Also in this 
adventure, Murdoch Macdonald 
is having problems with the 
Ringmaster. To defeat him G.VTI 
LOPC, UVSO LOPC. 

In The Hulk, Lee Blaber from 
Leicester is unable to attract the 
ants to follow him to rescue 
Ant-man, Simply HFU BOUT. 

In the excellent Gremlins. Keith 
Rangasamy of Croydon is 
having progress restricted by 
the locked door. To open it you 
will need to ESPQ HJANP 
CFTJEF TNBTIFE WFOU. 



'JSftM this hJfldu dwod^fl, «<**iw ! 

wraffjast thecKflft thj BWMH- iHBCPfcFftwuKL 

ktte«5 tn Imn^frter- one ^ jjjjfrtt JU: "acpt twiwu* 



Andrew Fairbaim of Wickford, 
Essex is having difficulty 
passing the beast in the well in 
Artie's Eye of Bain. You should 
DBSS2 SVCZ, TBZ 'GJSF\ This 
solution was kindly provided by 
a Richard Evans. 

In Snowball '. Robert Hardy from 
London is having difficulty 
reviving a crew member 
without her screams attracting 
a nightingale. You will need to 
provide a DSJOL, 

The Angel of Death in lower of 
Despair has proven 
troublesome for many 
adventurers, J. Edwards is 
having difficulty finding the 
dagger to use against it. At the 
start of the game you must 
QSBZJOU1FDIBQFNL 

I wasn't going to answer any 
more questions on Kentilla as 
I've gfven away most of the 
game already, however, Steve 
Hull from Kettering has 
managed to bribe me and 
writes; Please, please, please, 
could you include this in your 
SIGNPOST column, in your 
magazine? 

My anger is growing due r,o 
the fact that J just cannot get into 
Tylon's castle or get past the 
staircase in the Black Tower. 
Also what has rhe Carawood 
Oracle to do with any of these? 

By the way please tell me how 
to get the iron bar without 
getting the Black Death? Do you 
need to kill the guard in the 
tower or just persuade him to let 
you pass, 

If Timandra dies as he has 
done, is there any way in which 
he can be brought back to Iffe? 

Al so p lease tell me how to use 
the velmista. 

I do like these nice short 
questions! Anyway, to get into 
Tylon's castle you will need 
Zelda and Timandra alive, I'm 
afraid when anyone's dead • 
that's it! To net up the stairs the 
Guard must be defeated, 
remember Trolls are allergic to 
sunlight! When you get the iron 
rod you always catch the Black 
Death, You must cure yourself. 
As forthe Velmista, it can be 
eaten. 

After all this I hope your 
cheque is now in the post Steve! 

And that's it for another 
month, I've runout of time 
again. Please send letters to 
SIGNPOST, CRASH MAGAZINE, 
P.O. Box 10, Ludlow. 
Shropshire, SY81DB. 



48K Spectrum 

chponrdes of the Und of faiRUqht 
i . a pReLufte: the Light Revealed 



J?aii%/it 





K 



ByBOjanqeBORQ 

(author of The Artist 1 ) 



The first example of the revolutionary 3D "Worldmaker" technique 




12/13 Henrietta Street, Covent Garden, London WC2E 8LH Tel: 01-240 1422/7877 Telex: 892379 




V«A V 




^? * of** 9** e J jutf* 8 * i v* anions 

>jt; U &&* «?*£Sv- ra , e Mount 
*>* S rt a host of 0*«£ y heaf VO« scale * in 

tov ,l a ^hatve / 9°. " °t to eat s" *« *S£, » * e 

No. rfdo*te0*«*°&ffi «"*ag&i*; I 



100 CRASH August 1985 



by Rosetta McLeod 



...ON THE NEED FOR 
DOCUMENTATION AND 
BACKUP MATERIAL 



I imagine that many readers of this column will have been watching 
the series of programmed \Ue Learning Machine onBSC television 
which look at the use of computers in education 

paint that was made quite forcibly by teachersand educatiot , 

3 wrio were interviewed about the merits or demerits of edoe 

phonal software, was that publisher s are simply not listening to what 

the V >■ is Few teachers woukf buy a textbook to 



extend the ghfii I 0n , and MtfaM said he would 
have fkeda story lo go alongwith the package. ** a ™ would 
IS now an mcressmn nnmh*r ™f nrnn « „__«■ ._ , 



reas of activity. Programs 



marketing. 



' m - & y 5K J25* 5?* ■ These . Produce, s bemoan The facT 



- V would also sell more software' 



PICTURE 
LOGIC 

Producer: Addison 
Wesley Software 



■vicinity it^qurieu. «*or\ 
Retail price; £22.75 



ylurS , JSw tS^2I' , ?%/? r u! *» accessed From any point in 



and Malcolm IMeave 
Age range: Primary 
school children 



POST- 



PAT'S 



J and then ENTERED as a block cor 

an arrow displayed on the after the END statement, A fur- CQmpuim 9 
screen [Picture logic'' ersta lortcoming it that the 

of jhe Logo Turtfefc which the maximum angle that can be 




gedrrtettn pat* I liictuces. n | r limiting ,., 

in order to tell the arrowhead that the child is not able to see 

What tf'l tin th» rhilrl ni «.dL- I,-. tU„ ._!_■,., _i _:_ ._ _ . 



COMMENTS 



This program is, of course, 
based on the popular character 
Postman Pat from the children's 
books and the television series. 
The aim of the game is to drive 
Postman Pars van around 



keyboard to enter Logo-type si which has left a trail or 



nstrucEions. 



iMMlM 



turn throut 

". i 'i with all Logo-type rees is a,„ 
softwa ■ ■..,.. Logic'% most move men 1 5 



to govern I keyboard play: ve- 



Points are lost each time the van 

is driven into the verge or into a 

Keyboard play: very s cow blocking the road, and the 



and'return to the post office, the 
— j: clearly drawn fewer time penalty points you 

General rating: Hie slowness of lose, 

; The game has six levels of dif- 



onris IvnaJbiL ™h 1 con ™ and * ramming detracts from theadv- higher the level/ the more cows 

>nos avalable and rf n optional antages of the language it seeks will be blocking the road and the 

«g explanation of the effect of each to emulate - LO, player needs to dttide^tta 
102 CRASH August 1985 



jg-—* 



to wait uriti l UiH animals move m 



possibly trying a short ei.n in- 

' of following the I racks on 

the road, The van is moved with 



l IMm Vf.fflMffi.il llBilfeMl 



for developing manual dexterity 
as well as for 
awareness oi d re^ nans. 

Although children love any- 
thing to do with Postman Pat, I 
didn't find that this program 
held their interest for very 
A bit more variety in thr 
would have livened things up a 
bit, and the irritating ' sound 
drove us all to disli action after a 
while. 

I welcome programs, based 
on popular characters, which 
have been written for young 
children but it would be nice to 
see the games directly related to 
stories In which the characters 



PARTY 



TIME 



Producer: Argus Press 

Software 

Memory required: 48K 

Retail price: £7.95 

Writer: Computertutor 

(Clever Clogs series) 

Age range: 3 years and 



appear. (r> this way,. U ij 



stories before playing the 

■s. The inclusion of more 

iled guidance for parents 

'"Ottld also be useful, as prog- 

ms like this tor the very young 

child are beneficial onFy w 

amount of ado It support. 



COMMENTS 



Control keys: move van with 
cursor keys -5,6,7,8, Much 
easier with the joystick option. 
Keyboard play: Keys have to be 
pressed very firmly, which is a 
problem for the very younq 
child, 

Use of colour: bright and clear 
General rating; quite good for 
thevery young [■■■■ child 

Five and six year olds I i 
rathen, imnspi'i 1 :. g 



fy the maximum 

be used in the counting game 
and the highest number a 
ed in the answers to the addition 
game and can also enter specific 
numbers and letters for the child 
to practice with, 

The final two games, GV 
Paintbox, are partn 
good for developing manual co- 
ordination and directional sense 
— my younq testers enj 
Paintbox most of all the g ; 
The player begins by selecting 
the colour he or she wishes to 
use and c;i; - traw onto the 




UlD, 



This superb package contains 
six simple educational games 
'•ry young children. At the 
start, the player sees on the 
screen an invitation to the party, 
tln-n the list of tl •■• I & Which 

can be piayed (sometimes the 
computer will choose the game 
which is to be played). All of the 
games are very short, so tha 
child does not become bored 
and lose interest too easily, and 
they all end with a burst of 
music, which he or she will soon 
come to recognise. 

In Matchup, the computer 
draws a set of five shapes, one of 
which has to be matched with 
the sixth shape which is drawn. 
ting t Find It a nd How Man y 
all teach the use of numbers, 
simple arithmetic and basic key- 
board skills. The parent can 



screen. If a printer is attached, a 
permanent record of the picture 
can be output, which could then 

be coloured in 

This is an extremely well- 
package and, as with 
all the Clever Clogs programs, 
has been thoroughly researched 
with the help of children, 
teachers and parents 



COMMENTS 



Control keys: parents can 
choose which keys to feature m 
some of the ga\ 
Keyboard play: very resEp 
Use of colour: very good 
Graphics: very clear 
General rating: highly reconY 
■ led 



JUMBLE 



•!• I' MrUiWi.iI*!' 



Software 

Memory required: 48K 



Retail price: £7.95 
Writer: Computertutor 
(Clever Clogs series) 
Age range: 5 and over 





v;.\. ,„v ... 




Fhis user friendly pro; 
contains two gatftes foi •, 
children. In the first, the player 
a series of quest- 
ions ' i reveal a pii 
of either a real animal o- 
animal The questions are 
mainly based en simple arkl> 
me tic and genet a I knot/, 
such as: '2 stars plus 3 ^itars 
How iVteny?' and 'I'V 
mummy? Hbull,2fcGw, 3)ram' 

When the child has success - 
t flfy revealed the animal, then 
he pi .In-' i.:rju move on to the 

ie in which the | 
has to move a car, controlled by 
the cursor keys, across 
cow it i, ' "lie camp in only 
40 moves. Occasionally an 
animal will pop out and 
player is asked to type in the first 
letter of its name 

Like most of the programs in 

the Cf&vet iJiui.}^ series, Jungle 

mlains ihe facility for 

editing or resetting the q 

ions, , Ips are 



to do H !-,. 
My yoi i", ; 

h ' i ; . : • 

particularly m the 

■ 



COMMENTS 



Control keys: answers io be 

typed mautlENTERFD. C^ s 
keyst;. 

CAPS SHIP TandQ for Pat? 
page 

Keyboard Play : very responsive 
Use of colour: good 
Graphics: good on the whole, 
though a co of animals 
tricky to identify 
General rating: recommended. 
Children will enjoy it, and as the 
•on scan be changed 

s good value for 
money, You can also k i 

i est ions from a eft 
tape (sec following review) 

CRASH August 1985 103 



aSfcw 






SCIENCE 

Producer; Argus Press 

Software 

Memory required: 48K 

Retail price: £5.95 

Writer: Computertutor 

(Clever Clogs series) 

Age range: 5 to 9 years 

This is a science data pack for 
use with the other Clever Clogs 



jPage, then load in the data of 



your choice, There are 6 sets uf 
data to choose rrom, each set 
containing 100 questions: 
Latins work!; Physical Sciences; 
Mathematics and General 
nee 12 and 3, Living WorM, 
for instate, contains questions 
suih as 'We can mov 
of our 1) skin r 2} Irver, 3i 
musctes?' and 'What makes 
bread rise? u air. 2) yeas*, 3', 
mo \UV. 

I used thi |. -,rions with 
Jungle Jumble, bw the data 
would be more suitable with a 




• above, both for use 
in the home and in schools. 



FRENCH 
VOCAB- 
ULARY 

Producer: Rose Software 

Memory required: 

16/48K 

Retail price: £6.95 

Age range; aimed at 'O' 

Level pupils 



I am 10' as the translation for 
Jai dix arts'. The only accept- 
able answer is 'I am ten years 
bfd'. Having said that, howevei, f 
am sure that the package will be 
of use to pupils studying for the 
Q Level examination, although 
I found it to be rather dull and 
itive — but studying for 
exams can be dull and rep:' 
at the best of times f 

I doubt, though, that the in- 
centives for ach rev I n g s u c cess i n 
some of th: is \ building 

a wail with the words 'Tt#s I 
written on it, in one case) will 




This French vocabulary p,h ■ 



aimed at the 'O* Level pup 
first three test knowledge on 
specific topics such as shop- 
weather, (he home and 

e user cane! I osel 
several options, transl 



The fourth program is the Keyboard play: very stow 
homework tester, which allows Use of colour, adequate 
I he user to type in words in order Graphics: reasonable 



respectively. 



have much appeal lor fifteen or 



COMMENTS 



Control keys: answers a re typed 



although the six programs 
i I found include a variety of topics, the 
[wrth the programs in this pack- presentation could haw. 



Hi rsM«ihlliM*i JinnfSnr 




CHEMISTRY 



Producer: Merit/Cloud 9 
Software 

Memory required: 4SK 

Retail price: £3.45 

Age range : up to '0' Level 

The programs in this package 
have been designed specifically 
for use in conjunction with the 



the hands of an experienced 
teacher, the programs might be 
useful. The experiment simul- 
ations could never rival the 

••"■IBM of actually pad 
ating in an experiment in the 
• lab, but of course that! 
isn't the purpose of the pad- 
Certainly, for revision purposes. 
the cassette would be qurte use- 
ful, and some of the games are 



game — inspector Ktuedeau - 



prospect ive pure 




TitfS 

rjciaia, ntfetctfons. Gnses and 
tiectFQcft^mis&Y The idea is 
that the user completes the rel- 



COMMENTS 



1 accept the answers ' I am ten 'or I software protr; 
104 CRASH August 1985 



boSs iZht^S PUr ~ Vouog chemists^ 
Sn LL Z h Che ? VSIry W0Lltd P'Obably frnd it very 

will have much impact, but in u- 



48 K Spectrum 

THL 




The ultimate? 



"I can only label [The Artist] with that often misapplied 

adjective, 'ultimate'." B. Kmghi, Mortimer, Berks. 

"Saturday, Just received "The Artist,' It's now Monday, where 
did the weekend go?.. .truly superb." J. Hughes, Wintersbw, Wits, 
four Spectrum reviewed the best graphics packages for the 
Spectrum; Paintplus, Light Magic, Leonardo, and The Artist. 
The Artist won hands down with a.5/5 rating. It was judged 
the best in every category of testing: best UGD creator, 
fastest to use (2V? times faster than its closest rival Paintplus, 
and 6 times faster than Leonardo), easiest to use t outstanding 
airbrush effect and astounding facility to paint with patterns, 
"Only The Artist has got it right." 
"An amazingly complex screen took only half an hour to 
produce..," 
"The FILL commands are wonderfully versatile,.." 



"...it has so many goodies that you're bound to find one l! i 

help you do exactly what you want." 

"-..advanced colour editor." 

"Who needs a Macintosh when you've got a Spectrum and 

this program/ AH it needs is a mouse and you've saved your 

two grand!" 

Your Spectrum, June 1985 issue. 

The Artist is compatible with the Wa fad rive, Microdrive and 

can be obtained for use with some disk drives (write for 

details). 

Equally ideal whether you simply wish to 'doodle! or whether 

you're an expert looking for a 'serious graphics package on a 

home computer. 

Qulce simply the ultimate graphics package for your Sinclair 

Spectrum, 




12/13 Henrietta Street, Covent Garden, London WC2E 8LH Tel: 01-240 1422/7877 Telex: 892379 SOFTER G 



PROFANATION 



(i 



Producer: Gremlin 

Graphics 

Memory required: 48K 

Retail price: £6.95 

Language: machine code 

Author: Victor Ruiz 

This is the second of the two 
Spanish games from Dinamic 
Soft to be released by Gremlin 
this month (the other being the 
boxing simulation, Roceo). It is, 
in its simplest form, a platform 
gam© cum arcade adventure. So 
why Profanation? Weil r it's not 
that it might be blasphemous to 
buy or even play — there's 
nothing remotely immoral 
about it. Neither has it got any- 
thing to do with the fact that a 
few profanities wit J escape your 
tips during play. No, the pro- 
fanity is the Pharoah's curse that 
has been fruff icted upon our poor 
hero and intrepid explorer, 
Johnny Jones {Pause for breath) 
Gasp! Shock! Horror! 

Vep, the highly inquisitive 
Johnny's gom and got himself 
trapped in the Temple of Abu 
Simbel, erected over 3,000 years 
ago by Ramses M himself, no 
less. This temple wasn't the only 
thing left behind by the Pharoah 
(cue V/nce Price voiceover) No, 
there was also the threat that an 
evif spell would be set upon any- 
one brave or foolhardy enough 
to enter the Pharoah's tomb! All 
the tempte's secrets remained 
hidden from the curious eyes of 
humanity for over 30 centuries. 
That was, until JJ decided to 
take, a took. Now he's been 
fumed into a hideously deform- 
ed .. . well, thing is the best 
description I can think of (I don't 
think he looks so bad, in fact he's 
quite cute ■ he looks rather like 
an armless purple spud on legs, 
with a large nose and for some 
strange reason he's always smil- 
ing — obviously nose some- 
thing we don't!). 

So now JJ's in a mess, or 
rather a tomb. (Cue tense muzak 
..,.) Can J J free himself from the 
spell and find his way to the 
mortuary chamber and discover 
its secrets . . . ? Welt he can if he 
can get out of the first location! 
The Temple itself consists of 
45 chambers, each containing 
its own platform arrangement 
and particular group of nasties. 
Most of the nasties move in 
regular, predictable patterns 
while others are stationary prob- 
lems such as spikes that 
shouldn't be fallen on. Other 
cosmetic things adorn the 
locations such as spider webs 
and skeletons. The screen flips 
to the next location on moving 
from chamber to chamber 
ratherthan scrolling. 

Large slabs of stone are 
present in some locations, 
blocking further progress and 
they can only be moved by 'col- 
lecting' the correct 'keys' 
{touching small blocks with 

CRASH August 1985 




heiroglyphs on them). There are 
also a number of traps through- 
out the temple's 46 locations 
that are only noticable once 
you've fallen into one! You soon 
learn what's what Deeper into 
the temple there's a large 
coloured diamond (I won't say 
what that's used for}, deadly 
pools, stalactites that fall and 
crumble, snakes, mummies, a 
row of stepping stones over a 
river of pirhanas and some 
damn-near- impossible-to- 
negotiate Van der Graff gener- 
ator thingies amongst a multi- 
tude of other objects. 

Control is simple left/ right 
movement with two heights of 
jump (depending on howTaryou 
need to safely leap} - a normal 
jump or an extra high one. You 
initially start with ten lives — 
believe me, you need 'em — and 
one is lost each time you hit 
something nasty, such as a 
deadly water drip, a spinning 
monolith or even some spikes 
for example (usually found in 
traps). 

The instructions are deliber- 
ately sparse, giving only a brief 
scenario, the keys used and how 
to load the game (always use- 
ful). This is to allow you to find 
out things for yourself , . . welt 
there are arcade adventure over- 
tones, after all. 



CRITICISM 



• 'This is one hell of 8 difficult 
game to play, but one I didn't 
find too off putting because of it. 
The graphics are very good, the 
main character being humor- 
ously and well animated. I par- 
ticularly like the way he looks 
innocentfy around if left stand- 
ing doing nothing for a while. 
Other characters and objectsare 
very well defined/animated and 
colour clash is very rare (even 
when it does occur it's rarely 
offensive). The title screen 
music wasn't bad, nor were the, 
sound effects Although Profan- 
ation doesn't offer anything 
outstandingly original in terms 
of gamepfay, it does offer a 
tough challenge for it's price/ 

• 'Ten lives, that's surely a gen- 
erous helping . . . &r is it? Well, if 
perhaps another zero was 
added, then if would feel about 
right This is a pretty evil game, 
its got lots of nasties in store to 
kill off the unwary adventurer. 
The graphics are great, they 
really give an authentic, spooky 
atmosphere. To compliment 
this, you are portrayed as a zany- 
iookmg creature. Abu Symbel is 
simply a brill game that is as 
hard as it is good. Its difficulties 



will frustrate you, while its 
charms will addict you. Mot for 
the casual player; pro s only!' 

• Those of you who despise 

platform games wifl probably 
find yourself loathing this one as 
it is incredibly difficult and 
proves too frustrating to be 
worth playing for any great 
length of time. There's not a 
great deal new about it, with the 
usual monotonous left/right/ 
jump stuff that is found in your 
average platform game. The 
graphtcs are the most appealing 
aspect of the whole game with 
some excellent sprites and a 
great use of colour all round. 
The sound wasn't too hot and 
the title screen music drove me 
up the wall. Still, any platform 
freaks who still enjoy this sort of 
thing will probably love it, but 
the rest of you shouldn't expect 
too much.' 



COMMENTS 



Control keys: O/P left/right, Q- 

T/A-G high /low jump 

Joystick: Kempston 

Keyboard play: good 

Use of colour: excellent 

Graphics; very good 

Sound: good 

Skill levels: 1 

Lfves: 10 

Screens: 45 

General rating; a good but very 

difficult game, nothing 

outstanding though 

Use of computer 62% 

Graphics 86% 

Payability 75% 

Getting started 54% 

Addictive qualities 80% 

Value for money 73% 

Overall 78% 



The first screen from PROfANATtON. Inside Phoreh's pad, 
the quest begins. 






55G 



SS3SC? 



3C 



01 LlVCi - 85 



O * K ~" /V ^ r^rr* f C 








£6.95 



Before your eyes your friends, your family are 

rendered helpless, transformed to lesser beings - birds 

and mice - by the invading Kremins. But by a cruel twist of 

fate the transformation leaves you with the body of a bird but 

the brain of a human.You are the last 

chance the human race has left. 




-^ 




Gremlin Graphics, Alpha House, 19 Carver Street, Sheffield S1 4FS. Tel: (0742) 7534Z3 











That's enough captions, get on with the blurb — Ed 



Another super-dooper offer to whet your appetite for 
a CRASH subscription, courtesy of the Marketing 
Minion. We have arranged a way for joystick less and 
CRASH less persons to put their lives in order, through 
a money-saving SUBSCRIPTION OFFER. 



After much arm-twisting, nagging and general 
abuse, a Big Cheese from Frel Limited was persuaded 
to offer new subscribers to CRASH the opportunity to 
purchase a COMCON joystick interface at the for the 
super low, halved price of £10.00 as opposed to the 
normal £19,95. 

The offer is only open to new subscribers, who sign 
up during the month of August. If you want to avail 
yourself of this offer, then whizz Auntie Carol Kinsey 
— known to her chums in Mail Order as 'Aggie' — a 
cheque for the normal subscription cost, £14.50, plus 
the ten pounds for the COMCON, making a grand total 
of £24.50. Not a bad deal. Depending on how you look 
at it you're getting a year's worth of CRASH for £4.55 
and a COMCON at full price, or saving a tenner on the 
usual price of the Joystick Interface voted 'Best 
Hardware Add-on' in the 1984 CRASH Readers 
Awards. 



And if you're already a subscriber to our 
rnagazinipoos, don't despair! You can also make a 
killing by sending a cheque or postal order to Auntie 
Carol for £12.50 along with your subscriber code 
number, in return for which you'll be sent your very 
own COMCON in a personally addressed Jiffy Bag, 
lovingly stapled shut by Carol's own fair hands, and 
adorned with . . . ( That's enough —Ed). 



WHAT YOU 
GET IN 
CRASH 



- 

• - 






panel hei 






p /°9rammable 
ftstick Interh 
™ Specfru 



Mad 



Gin UK 




I 
I 
I 

■ 



I 
I 



DEAR AUNTIE AGGIE, YES PLEASE! 

'm sooo tempted by the chance of subscribing to CRASH and 
avoiding the trudge round news agents to find a copy that hasn't 
been sold, that I'm going to subscribe to your pinnacle of publishing 
produce. As I'm such a creep, I'd like you to send me twelve issues of 
CRASH (One a month for the n&xl year, mind, no cheating! ) and a 
COM CON. So here's a cheque or postal order for £24.50, 

Yus! I'd love to save seven and s half pounds on a COMCON, and I 
can, cos I'm a smart cookie and already subscri be to CRASH. Here's 
my money and subscriber code number. Staple that Jiffy baa for me 
Aggie babes 



Oh dear! You've not tempted me to buy a COMCON/I'm terribly 
broke, what with summer hols/I've already got a COMCON but 
would still like CRASH through the post/1 haven't got a Spectrum, 
but still love reading CRASH (delete where applicable). Therefore I'd 
just like to subscribe at the normal price of £14,50 and here's the loot. 



2S ££ f ^ ( ?!? PR ^ TE B0X - MAKE 0UT CHEQUE OR POSTAL ORDER 
TO CRASH and fill m your name and address— and subscriber 
code number if applicable. 

Name , , . . . , 

Address 

POSTCODE ' [[ " " 

NB We can onfy accept cheques drawn on a UK bank, postal orders 
and hard crinkly cash. Stamp collections will not be taken in part 

exchange, and remember, it's wise to avoid sending cash through 
the post if you possibly can. 

CRASH MAGAZINE 

PO BOX 10 Ludlow, Shropshire 

SY81DB 



BE ADVENTUROUS! 

A chance to win some free software and T Shirts 
by applying your knowledge of adventure games. 

SPOT THE ADVENTURE 
AND WIN A PRIZE! 




Just for fun, here's a CRASH 
Quiz which give the adventure 
players amongst you the edge 
when it comes to working out 
the answers. The mad scalpel- 
wielders in the Art Department 
have taken their weapons to the 
packaging of five well-known 
adventure games for the 
Spectrum, and lopped bits off 
them. 

If you reckon you're a bit of a 
smartie when it comes to 
adventures, (no, foots, not a little 
round lump of chocolate with a 
sugar coating — perhaps you'd 
better give up RIGHT NOW}, if 
you reckon you can identify an 
adventure game cover at fifty 
paces in a snowstorm. ....here's 
your chance to cash in. 

What you need to do is 
identify the games from the bits 
of cover printed here and jot 
down their names on a bit of 
paper or postcard together with 
your address and whizz it to 
AUGUST CRASH QUIZ, PO BOX 
10, LUDLOW, SHROPSHIRE, 
SY8 10B to arrive by 29th 
August. First three correct 
solutions out of the boot of 
Jeremy's Morgan on that day 
win £25 worth of software of 
their choice plus a CRASH T 
Shirt, and three runners up wilt 
have to make do with a CRASH T 
Shirt nestling on its own in a 
lovingly hand-crafted padded 
envelope. 




110 CRASH August 1985 



'uiz 




■ 



IZ 



WINNERS WINNERS WINNERS 



Sean Stephenson has been in touch, with a mini-thesis on CRASH 
competitions. He points out that there are three kinds of CRASH 
Comp — and he is wondering how many people enter the different 
competitions; 'How much chance do I stand of winning?', he writes, 
I am beginning to think, as manv other readers probably are, thai 
there is no point in entering your competitions because it is a waste 
of stamp money', 

OH HE OF IfTTLE FAITH! Here I am, slaving away, sorting out lots 
and lots of prizes for you lot to win, and then this fellow writes in 
muttering about wasting stamp money! How dare he. One measely 
stamp is all you need to enter every competition in an issue of the 
magazine, a mere 17 pee if you put each entry in a separate envelope 
mi ii*-? 00 put a " VOur COfn P €t ' tio11 entries in one envelope marked 
MULTIPLE ENTRIES. A waste of stamp money indeed. And if things 
are really bad, you could always squander 13 pee on a second class 
stamp! 

Six competitions on average, in each issue. Several hundred 
prizes up for grabs every month — all you need is a bit of luck and 
some skill, and you could walk away with a copy of the latest game 

. some hardware . . . T-Shirts ... all sorts of things. The odds are 
pretty good, all things considered - you're probably facing odds of a 
couple of hundred to one each month if you enter all the compel 
ittons, and if you invest less than twenty pence a month for a whole 
year, then you could end up spending £2 50 - a budget game 's worth 
of loot — a nd be i n with a twenty o r thirty to one chance of winn ing 
at least one prize. 

Anyway, enough maths. Kind regards to Mr Gaz Sumpter who 
offered to Hoover El Corpufento's Morgan for me while I washed it 
every Monday, but our Jeremy is very fussy about who he lets near 
his motor . . . only the very best minions are allowed to work for our 
Software editor And I expect that Graeme Kidd fellow will start 
handing out a tough time, now Roger Keen has moved on. It's timB I 
joined a union. 

On with the results. 

JACK IN MAGICLAND COMPETITION 

Fifty copies of Turtle's Jack in Magictand go whizzing off (one each, 
one each) to: 

Philip Anderson. Hollins Cres, HGT 2JG; Anon, Chestnut Lane, HP6 6EN- 
Atexander Baker, Meadow Cottage, C83 7SY; Andrew Barber Cagefield Road 
SS4 2BE; M Beaumont, St Andrews Drive, WF11 8PX; Paul Burns, Cypress 
Grove, 5QW; Daniel Campbell. Warbreck Hill Road, FY2 OTR; James Close, 
Clifton Road, Derby; Michael Cook Ladysmfth Road, EN1 3AO; Merlin Cox. St 
Marys Walk. SET T 4UA: Kevin Crabb, Wes'sex Road. BH14 88Q; Stephen Cutis, 
Park Crescent, HX3 5EL; A Qavies, Rugby Avenue. SA11 1YT; Garry Davison, 
Eton Drrve, DN17; R Handforth, Brown & Root Ltd. SWT9: Alan Hourirnane, 
Merton Road. WN3 SAG; Cari Isherwood, Springfield Street, West Glamorgan; 
Jock, Kender House, SW7; S Kedwards, Cheswood Drive, B768XU; Dave Kelly, 
PorthiH Road. SYS 8RN; James Matnab, Harvey Terrace, PA12 4HB; M Main! 
Pelegarth, NE61 5JY; J Malone, Greenwood Drive, E4 9HL; James Martin] 
Leaches Farm. EX1S 7HH; Neil McDowafl, Ash field House, 5P2 TEG; Norman 
McLaughlin, Carnlea Road, 6T43 6TS; Paul Mcleish, Taunton Avenue WN7 
5PT; Anne Menneer. Nahpusker Road, TR27 5JR; Chris Moss. Goodmans Lane, 
C06 1 NE; Robert Norton. Paget Road. WV6 ODX; Stephen Nye, Nunney Road, 
BAH 4LD; BOakas, College Road, Rugby; Tolkien Otborn, Alleyn Road, SE2T 
SAT; David Payne, Crofts End. 0X11 OSA; J Riddell, Albany Drive, CT6 8SJ; 
Richard Rooke, Overdale Crescent, M31 36R; D Rose, Marlwood, NG12 3NS; 
Mark Rose, Newberries Avenue, W07 7ES; Andrew Rumsby, Lanyon Road. 
TR3 6HF; Jason RusselS, Rowan Drive, RH14 9NE; Adrian Samler, Eldarfield 
Cres, 0X11 ORY; Bryan Scott, Beech Grove, NE9 7RD; Viv SrtadboJt, Beech- 
wood Avenue, SG8 6BQ; M Shepherd, Andersey Way, 0X14 5NW; Susie 
Tinkler, Babingtey Drive, LE4 OHH; Marcus Tyler-Moore, Speedwell Way, RH12 
4WA; Daniel Wilson, The New House. CM23 1HX; Grant Wilson. Windsor 
Drive, Y038RZ, 

GRAND NATIONAL COMP 

Elite's competition for their Horse Racing game Grand National 
attracted a bumper crop of entries — knowledgeable bunch of 
people you are. How many CRASH readers take SPORTING LIFE 
every day? I am left wondering. Anyway, here's the twenty five 
winners who will soon receive their Elite Six Pack: 

Craig Aldred, Windy Ridge, NR29 5DR: Anthony Barley, Woodstock Road, SMS 
3D2; L Barnsbaw, Brookfield Avenue, WR7 5RE; Graham Berrtley, Cordery 
Road, LE5 6DB; Nigel Cook, Highcroft Avenue, West Midlands; G Dawson, 
Grevilie Road, CV8 1 EL; M rs Dimmock, Kingsfold, Milton Keynes; Joseph Fyfe, 
Inveresk Street, G32 6QN; Damian Garside, Huddersfield Road. West Yorks; 
Jamie Gordon, Wstton Cottage, SGt4 3RB.: Chris Hopkins. Heathcote Road 



BS16 40L; Matthew Levett, Sunsler Lane, BN26 5HS; Barry Mansfield, 
Dromore. DA14 6AN; Tony Meadweh, Offa Road, MK42 9HZ; David Payne] 
Craftsend, 0X11 OSA; Simon Poluck, Castle Drive, IG4 5AE; Chris Robinson' 
Tuaxt Street, DH3 3EN; Scott Rudden, Burnfoot Road, TD9 8EJ; Ian Seymoor' 
Queens Road, DN6 QLU; Edward Sherwood, Cleveland Road, West Yorks; Paul 
Smith, Rushetts Road, RH2 7RQ; Trevor Stockwell, Stone Street, RG3 1HU- 
Paul Taylor, Cherwell Grove, RM15 6AS, ft Whltton. Brook House, Brook Lane, 
Whitby; AlexWing, Bonnetts Lane, PE14 8JE. 

CONFUZION COMPETITION 

Forty smashing Sweatshirts, supplied by Incentive Software are 

already m the post to the following little block movers: 

Ian Armstrong, Wolsingham Drive, TS5 8JU; K Bly, Alpine Rise, CV3 6NR; S 
Brooks, University College, Cardiff; I Brown, Woodford Close, NG5 58W; 
Anthony Chappie, Whitewel Is Road, BA1 6NZ; Jeremy Connor, Buxton Close, 
Tyne & Wear, NE28; P Cooke, Bleak Hill Road, B23 7SN; Derek Cooper. Gran- 
ville Road, LAI 2PA; Kenneth Dowson, Marjory Road. PA4 8BG; Mike Dunn 
Poyner Road, SY8 TQT; Robert Graham. Rotherwick Road, NW11 7DG; 
btephen Graham. Green Lane, CA2 70. Br David- Griffiths, Bolton Road, Nr 
Wigan; K Grzesrk, Chesterfield Road, SI8 ORG; Paul Gyles. Holly Close, PE30 
3JH. Wilson Hayhurst. Fell End Farm, LA7 7BW; Ian Hunt, Old Lodge Lane, CR2 
4AN; N Johnson, Some/cotes, SS15 BUQ; fl Jones, Corbett Square, LL36 90F; 
Ken Jones, Verity View, LS9 GEE; Oscar Levcovicb, Spaetteves Tilth, 
Denmark; S Lowry, Eastern Way, Newcastle Upon Tyne; Keith Macaulay. Tha 
Gables, AB5 OTT; Cormac McGuinness, Greggetes, Co Dublin; S Mitchell 
Munnmgs Close, FG21 3EH; Chris Nash, Tyndele Gardens, B437NR- R Norfolk 
Grays Close, ST7 3LU; fan Pullen, Lyncrofl Avenue, DE5 3BB; Robert Savaqe" 
Crowland Road, CB9 9LF; Trevor Shelley, Tees Street. TS13 41W- Andrew 
Sillars, Gorse Crescem. ME20 6ER; Alan Stevens. Badger Road, si 3 7TX; A 
Haydn Avenue. CR2 4AJ; Trvomas Todd, Surrey Close, NE63 8PG; 
Peter Tong, RueDesBellesFeuilles, Paris, France; Matthew Waddington, Black 
Moor Road, BD2; Simon Wilkinson, Gringley Road, DN104AP. 

MINI OFFICE COMP 

The Mini Office competition, in which one hundred copies of 
Database's super dooper office efficiency program was on offer 
attracted a mega boxful of entries. Seems you don't want to end ud 
like whot us I at at CRASH hav 

Munawwar Ahmad, Taunton Ave, TW3 4AG; Robert Aitlcen, Erithway Road 
CV3 6JU; Geoffrey Allard, The Kent, CV21 4NG; Nick Ayre, Ringwood Closft' 
Leicester; K Balshaw, Abberley Close, WA10 2AZ; G Banyard, Gilbert Road 
CB6 1JZ; Gordon Barham. Lvndhurst Parade, BT13 3PB; Robert Barnard, 
Cavalry Crescent, BN20 BRN; Jann Bamett, Stoodley Close, 0L14 6h v 
Benzie, Chalgrove Raid, SN5 8GA; Mark Bittorf, Highfield Road, Kent; David 
Blair, inch-view Gardens, KV1 1 SSA; Steve Blanks, Elmside, Surrey; Mr R Booty, 
Wembley Avenue, BN15 9J2; E J Bowen-Humphries, Radnor Road, CfS 1RB- 
Chris Bowler, Beaumont Close, DE7 1HQ; Mark Burn, Thomas Si South, SR2 
OP; Stephen Cheesman, Morven St; James Cfffford, Borthwick. St, G33 3UT 
John Clifton, Kidbrooke Grove, SE30PG; A Coleman, Manilla Road, 829 7PZ 
Jerome Collins* Orchard Caravan Park, Norfolk; D Corton, Reulo^e Road. 681 
8DJ; Mike Oench, Longwood Road, Herts; J D Doggau, The Drive, EN6 2AP 
Mark Dornan, St Marys Road, Dorset; Patrick Draper, Norvic Drive. NR47NN, D 
Drummond, Hyacinth Close. C0 16 7DG; Laurence Dufty, Thatchers Green 
WR9 9E8; Philip Dutton, Hazlewood Meadow, CT13 GAP; Metanre Easy' 
Somerwell Road, HA2 8TZ; M Edwards, St Nicholas Drive, TW17 9LD 1 P A 
Fairless. Wreay Walk, NE23 6LJ: Neil Gallighan, Crown Stores, Channel Isles; 
Keith Giscombe, Shire Way, WR9 7RQ; Antony Greenwood, Richmond Road, 
Sol 2JX; D Griffin, Fairfield Road, B61 9JW; Andrew Gnss, Larrercost Way, IPZ 
9DP; Andrew Hague. Inglewood, Cheshire; Ian Hamley, Wimperls Way 
Birmingham; Mrs Hanmore, Queens Road, P036 8DT; T S Hardfng, Winchester 
Rd, BS4 3NF; Timy Hav, Girdwood Road, SW18 5QR; Barry Hunt, Hornedale 
Avenue, LA 13 9AS; Alaid Hussain, Walpole Road, E17 6PS; S Jenkinson 
Kingsley Park, RG28 7HA; Andrew Jolly, Sackvflle Street, PR6 OLP - K Jones' 
Mew Road, BR8 7LS; S Jones, Adelaide Street, DH3 3HY ; S T Kelly, Stampar- 
fand Ave. G768HA; Jason King, Brook House, EX22 7DH; Grahame Kirsopp. 
Argyle Crescent, EH 15 2GE; Warwick Laung, Princes Square, Hove; Matthew 
Lawless, Sprucedaie Gdns, SM6 9LB; Neil Layton, The Peacheries, P019 2NP; 
B Lever, Lower fold, Cheshire; Ms Romayne Lynn,Dem esne Avenue, BT1 8 9L ; 
Nicholas Marsat, Daven Road, CW12 3RB; Mr D Martin. Mun&ter Gardens, N13 
5DT; A Matthews, Cspmartin Road, CV6 3FW; Alistsir May, Institution Road 
IV30 1QT; Andrew McGilvray, Or ifiwood, RH5 5LF; Tony Meadwell, Offa Road! 
MK42 9HZ; Stuart Millinship, Graveney Gdns, NG5 6GW; James Norwood 
Gambiar Parry Gardens, GL2 9RD; Tony O'Keeffe, Somercotes, SS15 5UB; Ian 
Oxberry, Canterbury Road, Tyne and Wear; Russel Pearson, North Drive, FYS 
3RD; E D Pettit. Lichfield Road, DT4 OHE; J Pollard, Mincing Lake Roarf. Exeter ■ 
Mrs J Pntchard, Sylvana Close, UB10 OBH; Ms Sam Proctor. Meadow Cottage 
Green Lane, B80 7EY, Andy Reason, Westfleld Grove, BA21 3DN; Ms T 
Reynolds. Jannys Close, Norwich; P J Ryder, Ludlow Road, Wo res; A M 
Savidis, Briarfield Close, BD10 8GP; M S Shepherd, Andersley Way, 0X14 
5NW; Graham Smart, Sandham Close, P036 9DS; Colin Smith, Brandenburger 
Weg 3, 8070, West Germany; Chris Sollit, Stsithe Road, PEt3 3TG; Andrew 
Stardy, Barrett Road, DL3 $LA; Steven Tait, Prospecthilt Road, G42; Kevin 
Ternent, Broom Hill, PL12 4DZ; Matthew Thomas, WhHlon Dene, TW7 7NJ' 
Leon Thompson, Victoria Road, PQ30 2H8; J Thompson, Tor Croft, Sheffield' 
Michael Trinder, South Bramble, Berks; William Van Rest, Hanbury Road. B93 
BDN; Messers v*as» Eight Acre, Manchester; David Walker, Moredun Park 
View,. Edinburgh; Andrew Wanless, Knowlands. SN6 7N8; Jon Ward, River 
View, SS5 6LP; David Webb, Sunte Avenue, RH16 2AA; Jason Wesley, 

CRASH August 1985 111 






WINNERS WINNERS WINNERS 



Causeway Street. South Wales; Philip Whiehello, Priests Lane, CM 15 8LE; 
Robert Whitby, Tree Tops, 8R4 90S: S Wilks, Driveways, Gloues; Matthew 
Wifliamson, Erpingham ftoad, SW15; Daniel Wilson, The New House, 
Farnham; Michael Wrench, Worthing Street, CW9 7BS. 

VULCAN JOYSTICK COMPETITION 

The chaps and chapesses behind the VULCAN Custom Joystick 
competition were so impressed by the standard of the entries we 
received, that they decided to add to the prizes! As a result the ten 
lucky winners will probably have already received their Gunshot 1 
joystick together with a programmable interface. 
Nice people en? And of course, the ten winners were: 

Richard Wright, Hall Road, Burton on Trent DEI 3 9BX; Robert Norton, Paget 
Road, WV6 ODX; R Hunter, High Street, NG32 UB; D Payne, Alma Road EN3 
7RT; I F McAuliffe, West Common Grove, AL5 5LL; Matthew Williams, Trafford 
Road, 0X3 BBD; G A Cross, Knowle Road, Bit 3AJ; Geraint Utherby, Glyn 
Gwvn Street, CF45 3AF; ft F Bardie, Warncombe lane, EX16 4NZ; and Stephen 
Graham, Green Lane, CA2 7QB 

KOMPLEX COMPETITION 

A good time was had by all, hunting round the pages of CRASH, 
looking for the seven selected sentences — and an awful lot of you 
must read the magazine very closely indeed, judging by the number 

of correct entries we received. Anyway, on the with the real meaty bit 
— Oo Won What: 

James Kirkpatricfc, Roebuck Road, KT9 UY is the recipient of the first prize 
age — an Interface One, Microdrive, Kornplex T Shirt and a copy of 
Kornplex City (when it's ready), 

Tom Holsiein. of Kennet Way, RG23 7AA; Robin taw of Queen Margaret's Rd, 
CV4 8FW; John Slater of Goldsmith Avenue, CV346J6 and Richard Anderson, 
Kincora Avenue, Belfast, BT4 3DW all win a copy of Kornplex City to go with the 
KomptexT Shirts while the following people will soon able to stun their friends 
by wearing their Kornplex T Shirts while at work and play 

Michael Ashley. Chestnut Avenue, P09 3QR; Derek Buckle, Epsom Drive, 1P1 
6SS; Christopher Chapman, Baidock Road, SG6 3JX; Chris Crane, Constance 
Avenue. ST4 8TE; Melanie Easy, SomerweH Road, HA1 8TZ; A Ellis, Park 
Avenue, Nottinghamshire; 8 S Frankel, Alexandra Road, E17; N Johnson, 
Somercotes, SStS SUQ; Craig Lemon. Mountbatten Road, CM7 6TPr Simon 



I - " 



ADVENTURE CHART 
COUPON 



Name . . . 

Address . 

postcode 



Send your coupon to: CRASH ADVENTURE TRAIL, PO BOX 10, 
LUDLOW, SHROPSHIRE SYS 1 DB 

1 , 



Lowing ton, Woodbine Cottage, GL6 BEP; James Mc Mullen, Woodv'raw, 
IRELAND; lain Mantle, Wye Close, CV32; Rupert Murdoch (shurely not THE 
RM?}, Tracy Close, NG9 3HW; Bernard Oattes. Autumn Close, RG4 8UL; WJ 
Plan, Rockfiefds, CF36 3NS; Trevor Shelley. Tees Street, TS13 4LW; Michael 
Slater, Wood Top, BLO 9EN; Michael Smith, Prescott Walk. M34 1RH; Andrew 
Thake, Boyd Close, CM23 5EG; Paul Wadsworth, Lewis Court, 0A1 1 7EA; G K 
Woods. Scotforth Road. LA1 4ST. 

WINNERS OF BUBBLE BUS TWO • WIZARD'S LAIR 
HIGH SCORE CHALLENGE 

Well well, my lovlies. Even though I told you that Steve Crow, the 
man who actually programmed the game Wizard's Lair had written 
us a score validator program to check your high-score entries, a 
couple of you still tried to cheat. As far as we're concerned the people 
whose high scores weren't accepted by Steve's program are dis- 
qualified and were most probably trying it on, No prizes for you, 
Messrs Winder, Keynes, Feven, Rackham and Ainge. So there. 

Outright winner of the framed artwork used for the Wizards Lair 
cassette inlay with a high score of 236,145 is ar> A F Slater of New- 
borough, Cambridgeshire and this person also grabs a T Shirt and a 
copy of Hustler. Runners up are as follows, . . . 

Colin Mann. Quarryknovvle, Ba-nkhead; Bryan O'Rourlte Ladysmith Street, 
Ullapool: J McCague Kenpas Highway, CV36PA; R McConnel Eyre Street, CF2 
2JT; T M Baitey Aspen Lane, Middlesex; Martin Allen, Fernwood House, 
Melton; Ian Hunt, Old Lodge Lane, CR2 4AN; Mrs H Cook, Cliffe Avenue, CT9 
SOU; Paul Rosbotham, Elstead Grove, WN40RJ; D Craig, Fsmet Garden?, CR2 
5AL; T M Bailey, Aspen Lane, Northolt; Simon Hawcroft, Wentworth St, S71 
1JW; D Smart, Warners End, HP1 2QG; Neil McDowell. Ashfield House, SP2 
TEG; Daniel Castles, Holland Close, RHl 1HT; Andrew Todd, Croft Close, Y04 
3JU; Marc Chapman, Sylvan Close, Morpeth; Anon, Horseshoe Cottage, 
Penzance, TR20; Lee Maynard, Sycamore Close, Crawley. 



VOTING FOR 
THE 

ADVENTURE 
CHART 

Ttw CRASH AsVtnu» Ch*t 
tea ptettBd up wq j» mM y 
sine* we ftnfl jrtroduced V, »fln 
tncra and mp* »d»(«(i*j 
m «>(rr day! Te make w* 
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prmwftng s separata wilB-in 



Wm. so jwiem « tor vw 

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aattasMH id total . ... 
•w Hotfne aeafta. * you are 
votiflO/orc bc*h cfvta. you may 
■awta&fuiTBiojosihartfitiG 

am mvtop. ql mure. 

HM to register ytur rate* 

Thar* tarns to twto baor* 
Sdnw cxjnluiiDCt lo *w wtnQi, <tf 

TOlara tot *• A**«*o Oofl, 

» » dw% toe MuM-oro, 

r*re a how mc do li You may 
votofarM nwiy |if It*. «. y;?u 

Wl»h.'.'K*piMiV!iHlHnllN>HS- 

**. Chart and you may*MiK| 



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'■-■ ■•'-■. •.■li'.V, I ,•."..■,' .--,,!, 

■tioii CRASH T-shW, wih lour 
amn-up aarj> im I Im^ 9 
T f^iin an* a nwMuHarlpeort 
BlCHASH ha ItTOemantn. 



Remember - points out of ten for as many titles as you wish , 



J 



CRASH HOTLINE WRITE IN COUPON My top five favourite programs in descending order 
Please use block capitals and write clearly! are: 



Name TITLE 

Address ] 

2 

Postcode « . . . 3 



PRODUCER 



Send your coupon to: CRASH HOTLINE, PO BOX 10, c 
LUDLOW, SHROPSHIRE SY8 1DB 5 



12 CRASH August 1985 



Minson, Minson on the wall, who's the fairest of them ail? Well before Robert Maxwell and Sir 
Clive came to their arrangement we despatched the intrepid journalist and playwright John 
Minson to MIRRORSOFVS headquarters in London to find out what was going on in Robert 
Maxwell's Software publishing company. It's not all educational programming — DYNAMITE 
DAN has just been awarded a CRASH SMASH. . . . 



LOOKIPJG£>\l\Y*OQl 
QW\HBaeEH/A/D 



TOEBHT 
ROflRUMVMIfffiOf? 






Not every publisher of educational software 
can boast as high a profile as Mirrorsoft, but 
then again few software houses belong to 
organisations as large as Mirror Group 
Newspapers. Jim Maekonoehie, their 
development manager, is the man respons- 
ible for bringing the Mr Men and others to 
the micro, and when I met him recently my 
first question was how he had brought a 
newspaper publisher into the software 
market. He explained that it was a logical 
progression: 

'In June 1983 it became apparent to me 
that the way technology was moving was 
tha i by the 1990s most homes would ha ve a 
terminal, based on a home computer. We're 
basically a communication company, and it 
was essentia! for our long term objectives, 
moving to the turn of the century, that the 
Mirror Group Newspapers had an associa- 
tion with the home computer software 
market — not necessarily for what it was in 
J983 or even 1984 but for what it's going to 
develop into by 1990, ' 

However there was a vast gap between 
the new technology of Fleet Street's elec- 
tronic information gathering and the 
humble Spectrum, so why go for an in initial 
position primarily in educational and ser- 
ious material? The option in mid- r 83 was 
between going into games and having a 
major buying-up spree, or again looking to 
the future. 

'Games will always be important in the 
market but it's going to start shifting in the 
next five years and education will become 
more important. When more powerful 
computers are in the home, serious applic- 
ations will start coming to the fore, so a cold 
decision was taken — "Let's build up our 
strength in the early /earning section of the 
market to begin with. " ' 

From the start Mirrorsoft were able to 
draw on the resources of the parent group. 
Roger Hargreaves' Mr Men, who appear in a- 
daily strip cartoon in the Mirror, are un- 
questionably popular with the junior school 
age group- 'Characterisation can go in fads 
but the Mr Men are proven over a number of 
generations of youngsters. If the Mr Men 
characters can be used in the software 
effectively it makes sense to use them. The 
trap we assiduously try to avoid is saying, 
"we have the Mr Men characters; how can 
we create a program to use them?" We 



J jm Maekonoehie, Mirrorsoft s 

main man poses for Ace 

Lensperson, John Minson 



7 enjoy 

playing games. 

I enjoy using 

computers. It's 

more than a job 

- it's a little bit 

of a crusade 

element ' 




prefer to have a sound programming con- 
cept and if we can use the Mr Men on that 
storyboard f we'll do it ' 

when a decision was made to provide an 
introduction to directions, the result was 
Here and There with the Mr Men, replacing 
the Logo turtle with the cartoon characters. 
The Logo similarity hasn't been pushed in 
public, but schools in which the program 
was tested recognised it immediately and 
commented favourably. As yet there are no 
plans for the Mirror's other cartoon char- 
acters, such as The Penshers or The 
Fosdyke Saga, to make their micro-chip 
debut though. 

Mirrorsoft have tried to cover a broad 
range of topics, with adult education, 
games and creative computing for a range 
of machines. While Jim Maekonoehie 



admits that their current strength is in early 
learning, this year should see reinforce- 
ment in other areas. Recently two new 
games have appeared, aimed at the under- 
tens market who can't yet cope with the 
complexity of Knight Lore'. Phineas Frog 
and Ancient Quests are both arcade advent 
ures, but with learning undertones. First 
impressions of the latter indicate that it 
should keep the intended age range enter- 
tained, Jim firmly believes "that adventure 
sim u lation is the best way to bri ng creativity 
into this market. 

Ideas come to Mirrorsoft in a variety of 
ways, from basic concepts to a finished pro- 
gram in the case of Caesar the Cat. There 
are also in-house creative meetings which 
can result in communications from devel- 
opment teams. One long standing collabor- 

CRASH August 1985 113 




A WHISTLE-STOP TOUR OF 






in course of which Mr Minson's Spectrum 
attempts to educate him, 
and susses out his depravity 



But of course Mr Mackon- 
ochie's crusade isn't worth any- 
thing if the product is of poor 
Duality, so J left Mirrorsoft's 
olborn Circus HQ with a selec- 
tion of their programs, aimed at 
both young and old, put my rev- 
iewer's hat on {vital piece of 
equipment in the Minson ward- 
robe — Ed.) and scrutinised the 
Mirrorsoftware, 

Look Sharp consists of two 
tests of visual skills for the 4-7 
and upwards age group. Graph- 
ics are pleasing and 'SORT is 
particularly fun, being the 
'Spare Observer Recruitment 
Test'. The player has to spot the 
differences and remember just 
what they have seen before they 
qualify for the mission. 

More down to earth problems 
with Word Games With the Mr 
Men, which tackles early read- 



ing. Once again Widgit Soft- 
ware have provided an amusing 
and well implemented program, 
the success of which lies in the 
amusing on-screen reactions 
that result from typing in a word. 
In the second game of the two 
Mr Bounce lives up to his name, 
and positively bounds all over 
the screen. 

Caesar's Travels is a convers- 
ion from the Commodore 64 and 
revives the feline protagonist of 
one of Mirrorsoft's earliest 
game successes. It's an interest- 
ing adventure variation, with 
Caesar searching for a new 
home. The child makes a decis- 
ion at crucial points, such as 
whether Caesar should 'Run' or 
'Hide', and as these are almost 
all single key inputs many child- 
ren could play alone. The end 
result is like en interactive bed- 




time story with accompanying 
animation. 

One of the things that marks 
out the Early Learning series is 
how well error trapped and 






I 






o 
o 

-4 



ation has been with Ivan Berg Software who 
have been responsible for most of the 
Home Discovery titles. These include Know 
Your Own Personality and the Joffe Plan 
diet program, aimed at the broad (no pun 
intended) adult market. Jim agrees that 
they reflect the mass-market popular 
approach of the group's papers. 

'All the market surveys showed that the 
main users of home computers were in the 
12 - 17 year old age group, who primarily 
used them for games. We thought , there are 
alt these Spectrum computers in homes 
let's see if we can produce a range of soft- 
ware which may not necessarily have mass 
market appeal. There will be parents who'll 
be interested in looking at a diet program, or 
software such as Starseeker which rs partic- 
ulariy relevant this year with Ha I ley's Comet 
coming through. 

'It was a calculated decision to build up a 
reputation for producing entertaining soft- 
ware for adults. But it's an error to have too 
high expectations of this market. If you're 
looking for the long term you have to recog- 
nise it's a very young industry and the non- 
games market is a minority area. Onehasto 
build up a reputation and not go mad over- 
playing it. It's a long-term market with a 
long shelf-life. If you promote over a long 
time you generate sales.' 

In the case of Know Your Own Psi-Q and 
Personality the basic idea comes from the 
successful books by Hans Eysenck with Carl 
Sargent for the former, Glenn Wilson for the 
latter. The computer versions avoid the 
tedium of scoring, and more importantly 
remove the temptation to cheat — some 
questions are repeated to test consistency! 
In all of these programs, the authors have 
not just lent their names to the product, but 
have been closely involved with the devel- 
opment of the software. 

Mirrorsoft have also used the group's 
resources to ensure high standards of pres- 
entation, conscious of the fact that their 
image reflects back on the image of the 
newspapers in the group. They've drawn on 
the journalistic, talents contained within the 
organisation to produce property edited 
documentation, 'Voluminous manuals that 



are badly written just turn e very body off the 
product, ' is thei r maxim . 

As the group was created with the future 
in mind I wondered what lies ahead. Of 
course the Mr Men will be back later this 
year with more animation and arcade adv- 
enture elements, and there are also plans 
for in-house programmers as part of gen- 
eral expansion, but the real excitement lies 
in the coming generation of computers. Jim 
looks forward to an increased use of disks, 
though he admits that there could be prob- 
lems of response time when interacting 
with microdrives. 

It's when Mirrorsoft is seen as part of the 
mighty Pergamon/BPCC/MGN Corporation 
that things really happen. Robert Maxwell, 
chief executive of the empire, takes a great 
interest in the technological revolution and 
the family of companies of which Mirrorsoft 
is a part includes information services with 
massive databases and the Rediffusion 
cable network. As Jim Mackonoehie says, 
'The implications for the next decade ere 
very interesting. There's some very inter- 
esting potential' . 

It's quite a relief to come down to the 
individual level again and find that Jim him- 
self began computing with a ZXB1 and now 
has a Spectrum, QL and BBC at home. His 
knowledge and enjoyment of games goes 
beyond mere business awareness. 7 enjoy 
playing games, I enjoy using computers. Its 
more than a job - it's a little bit of a crusade 
element. ' 



Shortly after this interview was conduc- 
ted, Robert Maxwell's involvement in 
Sinclair Research was announced. No 
doubt there will be a number of ramific- 
ations for Mirrorsoft as a result — will they 
become another Psion? Are they going to 
preserve their independence fiercely? 

Answers to these and cither questions 
had not been obtained as these pages were 
\ prepared for the printers, not least because 
Mirrosoft were in the middle of moving 
premises. Cast an eye over the NEWS 
INPUT pages for an update on the position. 



The title screen fmm the Home 
Discovery series, a dinky little 
bouse displayed on the screen — 
what wilt you Unit inside yourPs 
Q? 



child-proofed they a re. Sadly the 
same cannot be said about the 
earlier Home Discovery offer- 
ings. The first three have several 
ragged edges, such as 'Stop J 
messages and unprotected 
Basic. 




The Mr Men pley word 
association football. Fun for the 
five to eight year olds. 



'Know Yourself is a good rule 
and Know Your Own Person- 
ality aims to help you do just 
that. Its three questionnaires are 
specially designed to evaluate 
key areas of character. (After my 
Spectrum had analysed my 
inputs it refused to speak to me 
for a week!) The companion 
program for the more mystically 
minded is Know Your Own Psi- 
Q, which contains a similar 
questionnaire on one side, while 
its main part consists of a series 
of precognition and clairvoy- 
ance tests, with facilities to chart 
your progress over a length of 
time. There's even a routine to 
aid relaxation and hence 
susceptibility to ESP. 

While these two are usable 
despite their messy edges, BBC 



114 CRASH August 1985 




Caesar 


the 


cat 


goes 


walkabout. 


looking 
tryLudi 


for « 
ow! 


new 


t horns 


i. He should 



Mastermind is sadly fatally 
flawed. Based closely on the 
television quiz, and recreating 
its inquisitorial atmosphere so 
well that vou can almost hear 
Magnus rvtagnusson reading 
out your passes, it fails because 
the auto-repeat of the keys has 
not been disabled, resulting in 
too much of your two minutes 
being wasted in erasing duplic- 
ated letters. There's also a 
friendly and easy to use BBC 
Mastermind Quizmaster to gen- 
erate your own databases, but 
the whole package cannot be 
recommended. 






- ■",■;. 








• 












' 




















:- 94 ' 5 • 


• : I . . . 



Constellations a-go-go, with 65 
stars showing on the plot. On o 
cloudy night you can 't see any at 
tfwm 






wnr>!W7'!wwwi 



wrong programme, 'I've started 
this caption so i*U finish .. .' 
Mirrorsoft' s implementation of 
Mastermind 



Happily the most recent addit- 
ion to the series, Star Seeker, is 
much slicker; in fact it f s just 
about the best astronomy pro- 
gram I've ever seen, but so It 
should be as it was written with 
the co-operation of the London 
Planetarium. One side of the 
tape deals with the stars; the 
other with our Solar System and 
Halley's Comet, It's simplicity 
itself to use and should be of 
interest to all amateur 
stargazers. 

On the whole then, Mirrorsoft 
maintains high quality in an area 
where bad programming too 
often rules, with the proviso that 
some of the Ivan Berg programs 
lack polish there's a pleasing 
professionalism about the 
company. Recently Mirrorsoft 




A Day in the Life of The Moon. 
15th January 1985, when rf was 



weren 't star gazing that nigh t, 
this is what it looked like! 



have revealed growing interest 
in the games scene with Dyna- 
mite Dan, a platform game 
which was reviewed last issue 
and achieved CRASH SMASH 
status. They may also be taking 
over promotion of Games 
Workshop's Runestone, another 
CRASH SMASH, now that its 
originators have decided to cut 
back on computer involvement. 
All of which could result in 
Hoi born Circus being just as 
famous for software as ft now is 
for newspapers! 




Simple and fast 
programming? Plug the six 
function connectors into the 
required Spectrum key 
positions- Ready? 

Supports joysticks with two 
independent fire actions: 
Photon Blasters and Neutron 
Bombs at the touch of your 
fingertips 

Extension port for combined 
use of peripheral*. 



£19.95 



<f*H. VATmkj *4P 



Interface operates joystick 
parallel to Keyboard, Joystick 
action compatible with any 
add-ons including 
microdrrves. 

Select key functions anytime - 
even when the game is 
already loaded. 




t*£^ COMCON TWIN 

JOYSTICK INTERFACE 



£22.95 

incl.VATandP&P 



Two port version allows connection of two joysticks for 
sequential two playergarnes using same key positions 
{nan- independents 



QUICKSHOT2+2 

JOYSTICK 

modified to incorporate 
2 independent fire actions 
and no rapid (ire option 



£13.95 

incWATandP&P 



FLK5HTUNK HOTSHOT 
JOYSTICK 

with two independent fire actions 



£10.50 

inctVATandP&P 

Dealer Enquiries 

Welcome! Phone CURRAH USPEECH UNIT £21,95 

Ludlow (0684) 4894 tits into COMCON extension slot incL VAT and P&P 

ALSO AVAILABLE FROM SELECTED RETAIL OUTLETS 

Send to: 



I FRFL I Til - h 



Ludlow, Shropshire SY8 1PD I 



Mr./MrsVMiss: 



Address 



Postcode: 



Ctty 



Codt. 



01 



02 



03 



~5T 



05 



06 



07 



Item 



hem Price 



Comcon interface 



£19.95 



£22,95 



Comcon Twin Interface _ 
Quick ahot 2 I 2 Jo ystick £ 1 395" 

~^r- i~7T. m — ; — > — - ' i .1 i 



Hlg.htlink H otshot Joy stick 
Currah uSpeech Unit 



£1050 



£2195 



Comcon with Quktahot 2-2 £31,90 



Comcon with Hotshot 



£2845 



I enclose a cheque/postal order made payable to Frel Ltd. (or 



Total £ 




CRASH August 1985 1t5 







vnur chance 
l° R ASHSmas^d 



strata 



the rrs\ 
from Ck^Q 






AS THE RYALL has gone into 

annual summer hibernation for 
this issue, we are able to bring 
you a competition which wifl 
allow fifty CRASH readers to 
sample 'the best World War II 
game this year' for themselves, 
in the comfort of their own 
homes. 

No more tedious digging 
trenches in the back garden next 
time you fancy re-enacting a 
famous battle; no more tank 
tracks through the hydrangeas, 
it can all take place on the screen .„ 
of your Spectrum, courtesy of &* 
CCS's Wargame Arnhem which 
normally sells for £8.95 

Reach for your history books, 
nobble the history master or 
mistress at school or chat up 
grandad and ask him what he 
did in the war to find the ans- 
wers to the following fiendishly 
difficult questions (a quick look 
at Angus' review in the June 
CRASH might help you on your 
quest). Pop your answers in an 
envelope or on the back of a 
postcard and fire them off to 
ARNHEM COMPETITION, PO 
BOX 10, LUDLOW, 

SHROPSHIRE, SY8 1DB to arrive 
by 29th August. First fifty _ 
winners out of the hat that day jjj& 
wif) receive a copy of CCS $ 
game. 

116 CRASH August 1985 






1) The Battle of Arnhem was 
fought in a) Holland, 
Germany, c) Belgium, d) Luxem- 
bourg. 

2) Who masterminded Oper- 
ation Market Garden? a) Eisen- 
hower, b} Montgomery, c) 
Dempsey, d) Bradley. 

3) Which bridges were captured 
by the Allies without being 
brown up? a) Arnhem, b) 
Nijmegen, c) Grave, d) Veghel, 
e)2on. 

4} Approximately how many 
troops were landed by the Brit- 
ish near Arnhem? a) 5,000, b) 

1 0,000, c) 15,000, d} 18,000 

5} In September 1344 the Allies 
captured the bridge at 
Nijmegen On which date? a) 
18th September, b) 19th Sept- 
ember, c! 20th September. 

6) Who wrote the Wargame 
ARNHEM for CCS? 





CRL have produced what just 
has to be the world's first truck 
driving simulation. The aim of 
the game is to make a profit at 
the end of the working day. 
Money is earned by collecting a 
variety of goods and delivering 
them to the depot from where 
you start. 

The lorry, as well as the game, 
is partly icon -driven. To start, 
five icons access the options 
Start game. Select lorry size. 
Practice, Highscore and Key- 
define. Clearly it is easier to 
drive a short lorry but the dis- 
advantage is that delivering the 
allocated tonnage will take 
longer. Selecting the appropr- 
iate icon offers a selection of 4 
different vehicle sizes. Practice 
lets the player get the 'feel' of 
the truck on the open road, at 
crossroads, roundabouts and in 
simple parking. 

Selecting Drive starts the 
game for real. The first screen 
shows a map of a town — the 
computer can choose from a 
variety, Apart from the street 
ay out, the map only shows the 
depot's position. Alongside the 
map you are given a list of goods 
that must be collected. Each 
type will vary in total ton nape 
and, more often than not, in- 
volve several trips to different 
suppliers. 

he next screen offers six more 
icons. Start, Phone, Load/fuel, 
Unload, Pause and Resign. At 
the beginning of the game the 
only icon you can use is Start. 

The main display is a bird's 
eye view of a section of road 
with your truck on it. The upper 
third of the screen contains a list 
of freight to be collected along- 
side a list of the amount deliv- 
ered. The rest of this area is 
taken up by the instruments, bar 
graphs for damage (registers 
the amount of damage due to 
poor driving), fuel indicator and 
a speedometer. Alongside the 
bar graphs a large circle with a 
line across it is the steering 
wheel. A gearstick offers three 
gears, reverse, first and second. 
When the truck is stationary 
fire' will toggle between rev- 
erse and first, on the move, 
between first and second. At the 
very top of the screen a clock lets 
you know how much of the day 
has gone. 

After moving away from the 
depot your first task is to plan 
your trip so find a phone box, 
park and call up the working 
Icons. A phone call allows you to 
ask different suppliers where 
they are, and the different 
goods, including Oerv, are given 
in icon form. If you selectthefuel 

118 CRASH August 1985 



Could this he me ftrst WG V simulation ? Park that attic and 
pick up the goods. 



icon a little cursor will scan over 
the street map on the left and 
mark the position of any gar- 
ages. Once you have located 
your stops it's all up to you. 

Apart from the danger of 
destroying your truck by going 
off the road too often, you can be 
fined for speeding. Any damage 
inflicted on your truck can be put 
right at a garage but for a price. 
When the day is over you are 
scored according to how much 
money you have made, Your 
pay includes a bonus for com- 
pleting the job multiplied by the 
number of minutes left in the 
day and a bonus for the tons del- 
ivered. The cab and trailer repair 
costs are added to any speeding 
fines and that total deducted 
from your gross earnings, leav- 
ing a final score. Sounds compl- 
icated? Try driving the truck. 



CRITICISM 



• 'This is certainly a very novel 
game and one which I enjoyed 
playing. The graphics are very 
neat if a little over simple, but 
when you are trying to drive that 
lorry the fewer distractions the 
better. Games which call on you 
to dash hither and thither along 
complicated streets, have a cert- 
ain appeal and Juggernaut is no 



exception. I can't really claim 
that it's action-packed but the 

task is certainly very challenging 
and should keep you at it for 
some time, I would have prefer- 
red it if the screen could have 
scrolled smoothly rather than in 
blocks but I suppose that would 
have made it even harder to 
steer the truck. An addictive and 
novel game.' 

• 'Juggernaut is a Sorry driving 
simulation, big deal? Believe me 
if driving the real thing is any- 
thing /ike driving this thing HI 
leave it to the experts. The game 
is fairly enjoyable but very diffi- 
cult to complete. The forty is 
simply but effectively drawn, as 
are the background graphics. 
The game is clever and well 
done but I don't think it has 
enough going on to maintain it's 
initial appeal,' 

• 'The idea behind this game is 
really rather neat — making 
phone calls to find the pick up 
points, getting there, and worst 
of all, reversing into the loading 
bay. Getting the hang of the 
lorry takes some time. I have to 
assume, from the way it saunt- 
ers down the middle of the road, 
that it reacts something like a 
real artic. Keeping the truck on 
the road is quite absorbing but I 



can't help feeling there should 
be rather more to it. A lot of con- 
centration is required to keep it 
straight and the work involved in 
getting the loads is all against 
the clock. It's a bit too much like 
hard work formeC 



COMMENTS 



Control keys: definable, except 
S for working Icons 
Joystick: Cursor type and prog- 
rammable 

Keyboard piay: good 
Use of colour: not much used 
Graphics: neat but a bit basic in 
design 

Sound; not a lot 
Skill levels: 4 
Lives: 1 
Screens: lots 

General rating: different but not 
exceptional 



Use of computer 70% 

Graphics 74% 

Payability 78% 

Getting started 80% 

Addictive qualities 68% 

Vatue for money 67% 

Overall 73% 




SPECTRUM 48K 



The Edge, 31 Muidmi Lane, Cuvent Garden, London WC2. TrI: 01-240 1422/7877 Telex: 892379 




MONOPOLY 



Producer: Leisure Genius 

Memory required ; 48K 
Retail price: £9,95 
Language: machine code 
Autnor: various 

At last it's arrived — fifty years 
after Monopoly was first prod- 
uced as a board game — the 
Spectrum's very own, and offic- 
ial, version of Monopoly. An 
appropriate way to celebrate a 
fiftieth birthday! 

The game is played according 
to the rules laid down for the 
Official version of the game and 
that's going to lead to more than 
a few surprises — but it should 
stop the arguments, The game 
allows for between two and six 
players, any number of whom 
can be played by the computer, 
You could set up a game with 
you playing five opponents, all 
run by the computer which has 
six inbuilt personalities avail- 
able fo r random allocat ion to the 
tokens it plays. 

The playing characteristics 
are meant to simulate different 
playing styles: Mean, Reckless, 
Greedy, Steady, Cautious and 
Entrepreneurial. Each computer 
-played token will act according 
to one of these personalities, 
The role of the bank is always 
taken by the computer — which 
plays impeccably fairly ! , 

Before the game begins you 
will be asked to enter the names 
of the players and which ones 
are to be played by the comp- 
uter. Players are allowed to sel- 
ect the token they prefer. Next 
the program asks if you want to 
play a short game, which is 
played until the time limit (also 
prompted for by the computer) 
is reached. The player having 
the greatest worth at 'time up' 
will be the winner. The 'who 
starts first' question is resolved 
by the computer rolling some 
dice on screen. The player with 
the highest number starts. 

The game display spirts the 
screen into two parts. The upper 
two thirds show a three-dimen- 
sional view of the board with the 
individual properties clearly 
marked according to colour 
groups. While a token is being 
moved, the lower third of the 
screen gives a bird's eye view of 
the property that the token is on 
and the two preceding proper- 
ties- In this view the properties 
appear exactly as they do on the 
real board. 

When a token settles on a 
property the square changes to 
show the information normally 
he Id o n t he back of th e real prop- 
erty cards. A prompt will appear 
asking if you want to buy the 
property or not. If you answer 
yes' the cost is deducted from 
your account. Answer 'no' and, 
according to the rules, the bank 
auctions the property. The bank 
handles all money transactions 
including thecollection of rent. If 

120 CRASH August 1985 



an opponent lands on your 
property you must claim rent by 
pressing R', after that the bank 
takes over. Should the tenant 
not have enough cash the bank 
will automatically start selling or 
mortgaging the impoverished 
tenant's property to settle the 
debt. If a token lands on a 
Chance or Community Chest 
square the computer selects a 
card and displays that in the 
board square — that's the end of 
taking the nasty ones out {Bunch 
of cheats round their Monopoly 
board, the Spencer family it 
seems. f — Ed.). 

All of the other transactions 
that the game allows, buying 
and selling houses and trading 
properties, can be initialised by 
keying in the appropriate com- 
mand letter when the computer 
will prompt for details of the 
transaction. All prompts and 
general information appear on 
the lower part of the screen. At 
almost any point a player can 
request a list of the properties 
and who, if anyone, owns them. 
When the list is presented indiv- 
idual players can then ask for a 
portfolio and examine each 
property in detail. Key 'M' and 
the bank will set up mortgages, a 
player indicates the property by 
positioning the cursor over it. 
The bank deducts a ten percent 
fee for all mortgages. If a player 
becomes bankrupt, the bank will 
sort out his affairs and then 
retire his token. A 'long game' 
continues until all but one of the 
players have been retired or 



until someone terminates the 
game with CAPS /SHIFT SPACE 
whereupon the assets of each 
player will be displayed. 



CRITICISM 



• 'I am very impressed by this 
program. All of the features of 
the real game have been inbuilt 
very well. The bank acts with 
startling efficiency, all trans- 
actions are conducted quickly 
and neatly. The idea of having 6 
different personalities is great 
and seems to work well: it 
appeals to me because now I can 
play Monopoly on my own. The 
thought of converting Mono- 
poly to run on a computer fills 
me with horror, there are so 
many complexities even putting 
aside the complexity of the 
board. Monopoly handles them 
all so well and with ease. It can 
be great fun getting the com- 
puter to play all six players and 
then just sitting back and watch- 
ing, A truly great version of a 
very good game.' 

• 'Being a true Monopoly fan f 
found the computer version 
very exciting, ft is exactly the 
same as the original. Of course 
this game is onty going to 
appeal to those of you who 
enjoy playing Monopoly in the 
first place, but that must be quite 
a few. I think the dice are fantas- 
tic, they ffy in from the left hand 
corner and settle near the mid- 
dle, they look pretty realistic. I 
highly recommend this game if 
it appeals.' 

• This is an amazingly faithful 



transfer of the well known board 
game. The only problem that 1 
found was, apart from being 
unable to cheat, that I had to play 
according to the real rules. That 
can often take a bit of fun out of 
the game. I also miss not being 
able to leaf through the piles of 
money and property cards. The 
view of the board is much better 
than I expected possible; the 
idea of giving a detailed close up 
on the Tower part of the screen 
as you move along is very neat. 
When playing against the com- 
puter you will have to pay very 
close attention, its very easy to 
miss a rent. A great game. A 
must for fans of the board 
game.' 



COMMENTS 



Control keys: as required by 
prompts 
Joystick: N/A 
Keyboard play; very good 
Use of colour: very effective 
Graphics: make for a good, easy 
to follow board layout 
Sound: a few warning beeps 
Skill levels: can be played 
against 6 different personalities 
Lives: 'till your money runs out 
Screens: one, split into two 
General rating: an excellent 
transfer. Pass Go and get it 



Use of computer 
Graphics 
Payability 
Getting started 
Addictive qualities 
Value for money 
Overall 



75% 
80% 
85% 
82% 
87% 
75% 



MQNQPGL V. AH the fun of the board gam*, without the 
argument. And you can't hide a five hundred pound note 
under the carpet for emergencies, either. 





Trouble In Store for Herbert 






Spectrum 48K £9.95 
Commodore 64 £9.95 
Amstrad CPC 464 £9.95 





44 The Broadway, Bracknell. Berks. 0344 427317 



T-shirts & 
Binders Offer 



Great T-shirts in high-quality 
1 00% cotton with double stitching 
on nock and shoulder seams for 
lasting wear Three sizes, in black 
with a brill CRASH design in three 
colours. 

£4.50 incl p&p 



Fab Sweatshirts* 
long-sleeved, heav] 

fleecy lined wilh < 
on neck and sfi 

washable navy blu*3 
design in thr- 
sizes. 

£8.95 



-y_ \a 



Tt 




(Medium, 38m 

iL^rgo, 40m 



Build yourself the most comprehensive manual on Spectrum 

software ever seen! Save your issues of CRASH month by month. 

and turn them into the hard cover with the fattening soft centre! 



Our tat binder doesnt just look 
impressive with Its silver blocked 
CRASH logo and dark blue finish, 
ifs also strong enough to hold a 
year's supply of CRASH away 
from your friends' And it's only 
£4.50 including postage and VATl 



Be a Superior Alien with your very own 
CRASH T-shirt and sweatshirt! 

Please send me .™CRASH T-shSita Name: 

@ £4.50 SD MD LD Address; .... 

Sweatshirt @ £0.95 SD MD LD , ,. ..„.....,..„,.. „ „.,„.„.... 

Please sard CRASH Binders) 

at C4J0 I enclose Cheque/PO payable to CRASH MICRO E 

(overseas orders please add 40p). MwweiHowactariritorcMlwfv 

CRASH MICRO, Freepost, Ludlow, Shropshire SYS 1 BR 



BRITAIN'S BEST SELLING SILLY MAGAZINE 




EXCLUSIVE 
REVIEWS 

CLUSIVE 
DVERTS 

EXCLUSIVE 
EXCLUSIVES 




\ m 



tvTk fe 



gfcWf 



<3i 













MINDLESS 

LITTLE EARNER 



= Litter Bin 



Web-toed whinger [EXCLUSIVE] 



LAST WEEK I spent five 
minutes addicted to Frog- 
spawn. I bought Unclear 
User this morning — great, 
Frogspawn reviewed! 

Where's the Wassock sign? 
One Moon? 

Come off it, this g; 
was nearly an exclusive and 
it's really good fun to play . . 
A Sinclair User Reader 
Pnndside 
Watery Edge 
Huh! A Sinclair User reader 
— we might have guessed. 
What do you expect us to do, 
play the games as well as re- 
view them? Fred 

Yet more books found 
in free buglet 

I SPENT hours tipping in 
yore listing in the lurst issue 
and wuz rooty deasepimed 
whine the purgrom doodn't 
wurk Cud You fix lions 



400, 4400 and 400 fure me. I 
looped iin REMINDER 
Pke dure $ 37,815 for lean 
400 and PIKE 3,5,0(MUK)O 
for lune 4400. 
Sidely Snurg 
The Hankies 
Snotterton 

We apiliogise four the curk 
oops in the liesings. Tip 96 
should have reead39. If you 
Stile expreiance purblems, 
httiv a Commidire 73. 

ok? 

You should, however, 
have realised that we only 
prim I is lings, 'cos we find 
them a dead easy and cheap 
way to fill the space between 
the advertisements and don't 
really care whether the prog- 
rams even load, let alone 
run. So stop pestering us 
with vour idiotic gripes. 
OK? OK. Fred. 



Is someone missing the 
point? 

Dear Sir 

I would like to know if I'm 

the first person to complete 

my breakfast? 

Bert Bagel 

A Caff Near the A5 

PS I found a cheat mode, 
which involved pokeing the 
Shredded Wheat sixteen 
times with the spoon 
BEFORE adding the milk, 
This makes them go ail 
soggy, and you can pour the 
whole bowlful down your 
throat in one go. 

If I win a prize, could 1 
have my dinner? 

No you're not. We all com- 
pleted our brekkies before 
we came into the office this 
morning Fm afraid. Unless, 
of course, you are referring 



to Breakfast in Babylon the 
adventure game by Borissoft 
in which case you could be 
the first to complete it. If you 
are, we couldn t care less. 

Caught out! (again) 

I BOUGHT a game which 1 
completed in fifteen min- 
utes. Yet your Exclusive re- 
view last month said it was 
hard! What's the crack lads? 
Disgruntled 
Mossy Bank, Treeville 
It's a little line which goes all 
the way up the wall, across 
the ceiling and half way 
down the other wall behind 
the Ed's desk. Apart from 
that, it's very difficult to play 
a game you've only seen 
through an office window 
from the top of a bus. It 
certainly looked hard though 




UNCLEAR USER 



Spectrum Software Seen 



Guide to ratings 






UNCLEAR USER Wassocks are 
programs which, in terms of the opin- 
ions we are able to form, set new 
standards in software reviewing. They 
are the reviews by which none of the 
others are measurable. If you buy 
software, buy these and play them. 
We generally haven't. No self-respec- 
ting reviewer should actually have to 
play the games he or she exclusive*. 

Software reviews carry a moon rating, 
the basis of which will be varied accor- 
ding to how exclusive the program 
review is, how much money ihe so ft 
ware publisher spends on advertising 
and how much of that money lines the 
coffers of UNCLEAR USER, as well 
tost of other intangible variables. 



>>>>> 



Buy it. They spend all their massive 
advertising budget with us EXCLUS- 
IVELY, and we get to review the 
game before it even leaves the story- 
board. 



>*>> 



Not short of a bob or two. the fellows 
who place advertising for ihis. i fi 

ware house, and they've chucked 
quite a few pages our way for this 
game. They buy space in our mag- 
azine, we write nice reviews, you buy 
the game. OK? 



mum 



Shep 



The graphics for the field are great 

] This is where the sheep pen is 

Road for truck 



WE ARE proud to be the very first 
mag to get an exclusive look at this 
new game. Two weeks ago we dashed 
up to the front door of Wool i— vision 
and managed to talk to Avec Parsley 
about the new hit he had almost fin- 
ished. As you will see from the picture 
the game is about sheep fanning, in 
fact it's a simulation of shepherding. 
We are truly proud to get this exclus- 
ive review of what is certainly the start 
of a trend. 

It seems that you will have two 
sheep dogs to control (you may ri^sd a 
joystick for each). The idea is that you 




One of the dogs 
Guide the sheep into here 
Feed bowl over here 



>>> 



Lots of carrots. Buy it. 



>> 



Nearly finished when we saw it — and 
they do buy our ad manager lunch 
regularly. 



They feel we ought to wait until the 
game's finished, then insist we play it 
before we write anything, and by the 
time we have, everyone else has 
reviewed it months ago. What a bore! 
Why should you buy their game if 
they won't buy us lunch, or spend 
money on pages in our magazine, eh? 



manoeuvre the dogs around the field, 
so forcing the sheep into the pen 
which has a gate that opens and 
closes. Close the gate when they are 
all in and then probably drive a truck 
upto the pen and let them all in. The 
next task is to take them to market 
and slaughter tham all. 

The graphics arc very promising 
and fast. At the end of the game you 
will know how well you have done by 
cheeking to see how mueh the farmer 
has earned. The game is really clever 
because the more the dogs have to run 
about the more energy they use, you 
can always guide them to a feed bowl 
to re — charge, but then sheep may 
esacape, 

Cur.s Brain 



*> 



Publisher Wooli-vision Price 
£7.79 Joystick Yes, two(ish} 



invasion 






LAST YEAR we rushed up to Skeg- 
ness to get an exclusive peck at the 
latest blockbuster from Oceagine. As 
the Spectrum version is hardly started 
we had a glimpse at the almost finish- 
ed unexpanded Vic 20 version. The 
idea behind the game is quite com- 
plex; you must move your gun left and 
right while trying to avoid the bullets 
that hail down from the spaceships 
above and trying to shoot them. The 
enemies also move left and right and 
gradually decend to try and over run 
the planet below. The graphics are 



maim 

really good and the side ways scrolling 
is excellent with the spaceships mov- 
ing drunkenly across the screen. The 
nearest game to this is probably the 
well known version of Pole Invaders 





Part 2 otherwise it is a totally original 
concept. Definitely a hit which should 
reach the shops in about another 
year's time. 



Dreo Pud 



>>>> 




■v 






o 






£KH09MF 



The Swizz 



THIS IS a really cool game published 
by Satyr Games, and is being written 
by a real life mugazine editor (Who 
me? Ed. ) (Yes, you, the one and only 
Bile Scalding — JG) all about the 
journalism business. Although the 
game is written in. and is pretty 
BASIC the potential is there for hours 
of fun as you charge around the soft- 
ware industry in search of the elusive 
exclusive. 



Setting out from a damp and dingy 
office in London, you improve your 
ego rating by attempting to get exlus- 
ives, or if all else fails, pretending to 
your readers that you have got exclus- 
ives. 

Half of the fun lies in writing the 
game, which has been duplicated and 
will be sold in an unfinished form — 
so you start of with an exclusive look 
at THE SWIZZ itself. 

The rest is purely up to the guilibilty 
of your readers, as you try to collect 
the hidden letters that form the word 
'Exclusive 1 so you can plaster it all 
over your magazine. 

Scoring depends on the number of 
exclusives you can get away with, and 



M 

.f^fCi a Si *■ 



in 



N 

IF u 

Iws o 

wrnmrn 



R 

m 



N r f n s l 



the volume of advertising you can get 
in each issue of your magazine — this 
affects circulation. You have a variety 
of dirty tricks available to you, includ- 
ing fibs, threats to give games bad 
reviews or no reviews at all if the soft- 
ware company concerned places 
advertisements in your competitors' 
magazi nes etc , e tc . ftm Gibte 



>>>> 



Publisher Satyr Games 
Price £9.90 



Bunty on the Bun 



NO PRIZES for guessing that this is 
the long-awaited follow up of 
Wanted: Bunty Bear by Greebly 
Graphics. The action takes place 
while Bunty is asleep, dreaming. In 
his nightmare he finds himself on a 
giant bun. The task is to collect all the 
currants. No prizes, either, for guess 
ing that this is an absolute Wassock. 




Of the 3,324 screens author Peter 
Carrot has written, 1 have only seen a 
screen dump of one, but from this 1 
can expertly tell that the gameplay is 
impressive indeed. 

if you're into bakery on a grand 
scale then sit back, turn your brain to 
neutral and get kneading. 



>}}}} 



Publisher Greebly 
Graphics Price £15.37 
Memory 143K Joystick Almost certainly 




Adventure Helpline 



At the sign of the Prancing Prat 



W 



STUMBLE off. 

en with peroxide 
for the fading 
blondes of Dow 

Cit\\ on the final 
stay' quest for 

\q$ boredom and impenetrah 
Once again I put scratchy quill to age- 
■irchment in the hack of a dingy 
<m and manage to answer three 
mundane questions posed to me by a 
drunken tramp whom I encoun 
arid st , the roadside. 

Sigmund the Freud Patater, of 
Scrungethorpe mutters about his 
els with The Habit in Muddle Earth, 



and suggests that Gillian may be 
avoided by running away. Eel km 
ellers on the path to adventureing may 
wish to ignore that one. 

Gordon Gutbucket 
sleeps off a hangover, bek 
resoundingly and witters on 
about something or other 
minimal relevance to 
enture players). 

Many of the assembled company 
who join me on ti USt strewn 

floor of the hostelry as the evening 
progresses exj deal- 

■1th the evil Trill Scalding, oft en- 
countered by unwary 
through the dingy passage know as 
Erindon Line in deepest Lomi 
hail s' 

dying gratitude as well as many pitch- 
ers of ale for informing them that this 




w hinge ing beast may he easily pacified 

software wizard who has the 

cast a spell ofExclush 

Should an unfortunate irovt 
hark upon the Scalding and not have 
art f so hand t fear not, / re- 

assure my audience. Merely tell him 
nave one to give anyway, else he 
reate one! Cast the 
word in front of his path, and /?.■ 
fall at your feet snivelling his apprec- 
iation, before rum \ 

to his chest — and you may then easily 
pass him by and achieve greater ih ings. 

Indeed my companions at the Pussy- 
cat and Noose offered me such a vol- 
ume of mead as reward for telling them 
of the means by which the Scalding trill 
may be avoided, that I passed out ere 
much more of the evening elapsed, 

Gordon Gutbuckel. Landlord 








3D action as you ta ke, 
on the challenge of a 
lifetime against 
CIMBEL4JN, 
TEDMATARE, 
JANSENSINOan 
FIGHTER BULL. 
Emerge victorious 
from all 4 rounds and 

I more than have earned the 
WORLD CHAMPIONSHIP CROWN, 



Gremlin Graphics, Alpha House, 10 Carver Street, Sheffield SI 4FS. Teh (0742) 793423 




One day, some years ago. Rich Shenfield was 
browsing through the wares on offer in a South- 
ampton Army Surplus store, looking for a greatcoat. 
He bumped into a friend, who had just started a J 
software house. The friend was Mark Eyles, the 
software house was Quicksilva, and Mr Shen 
field was hired to provide artwork for their 
cassette inlays and advertising material. Thus 
began Rich Shenfi eld's association with the 
software industry. . . 



Richard Shenfield Is 3 man of 
many talents. He left school with 
A levels in Physics, Maths and 
Chemistry (andartf) and was set 
to become an engineer, taking 
up a place on an electronics deg- 
ree course at Southampton 
University. 

After a year of electronics, 
however, his artistic nature got 
the better of his engineering 
side and he resigned from the 
course/ spent a year painting 
and preparing a portfolio before 
taking up a place at Bath 
Academy of Art. While he was at 
college, he began freelancing 
for Quicksilva, in the days when 
the company operated from a 
terraced house which was burst- 
ing at the seams with cassettes 
and dismantled arcade mach- 
ines — much to the dismay of a 
certain landlord who arrived one 
day to collect the rent to find 
most of the furniture had been 
moved into the garden ! 

Since leaving college. Rich 
has persued a freelance career, 
continuing to provide illustra- 
tions for Quicksilva and a 
number of other commercial 
clients. 'Commissions help to 
pay the rent/ he explained, 'but! 
am always painting for myself, 
following my own interests. If 
I'm not working on a commis- 
sion lam almostalways working 
on a painting for a friend, or for 
myself. 

And his technological back- 
ground enters his art — one 
painting, which formed part of a 
travelling exhibition, involved a 
fair bit of electronic wizardry 
which triggered off light emit- 
ting diodes and played an audio 
tape if sensors picked up move- 
ment. The gizmo even had a 
back-up battery, which cut in rf 
the gallery owner unplugged the 
painting in an attempt to silence 
it! 

'I'm keen to bridge the gap 
between engineering and art — 
people say you can 't move from 
one to the other. On the one 
hand, artists can be luddites, 
claiming that engineering has 
little to offer, while engineers 
can consider art to be a waste of 
time as ft does not deaf with the 
mathematical values which 
form the basis of engineering 
thought. ' 
Rich Shenfield is fascinated by 



older civilisations and the con- 
trasts between their level of 
technology and that of the mod- 
ern world. He has recently 
returned from a nine month 
spell in India, where he spent 
many months living and work- 
ing with ancient communities 
whose engineering skills are 
comparable to those that could 
be found in Europe five hundred 
years ago. The experience of 
visiting the Indian continent has 
recharged his artistic batteries, 
providing the artist in him with a 
variety of new experiences and 
images. 

'For instance I came upon a 
ruined city containing a temple 
which was built two thousand 
years ago. Everything bar the 
major buildings had been 
etched away o ver the years lea v- 
ing a network of towers linked 
by roads — and the area had a 
striking resemblance to the 
architecture of Large Scale 
Integration microchips. 

'And it was intrurging to dis- 
appear into the desert for a 
couple of days — the 'moon- 
land' in Kashmir is just a vast 
tract of dust and rock, where the 
geology is naked. Returning 
from the desert, having cut your- 
self off r you see things in a new 
detail, which is very useful for 
drawing! 

'Haytng spent three years 
painting alien landscapes, to 
spend nine months in an area of 
this world which it totally alien 
was like spending nine months 
on another planet — it was like 
being in a huge adventure 
game, ' 

Richard's airbrush paintings 
are only a part of his output — 
his thesis at college was on 3D 
television, and he has been 
working with holographs for a 
couple of years with a firm called 
Holographix, producing 3D 
logos for computer companies 
and developing the techniques 
involved in creating images 
using laser light. He also has an 
animated film under his belt, 
produced with a Spectrum — 
mind you, he did use a 16mm 
camera to boost the computer's 
memory! 

And he uses computers in 
creating pictures. The cover for 
Mined Out for instance, was 
partly created on a mainframe 



Rich Sh&nfiefd and a very 
mobile example of his art, 
snapped in sunny Ludlow 
just before the focal 
traffic warden caught up 
with him. . 





using vector graphics to pro- 
duce a line output which he then 
airbrushed over. This is an area 
of work he would like to get inv- 
olved in further; 'If anyone out 
there has a mainframe with a 
wonderful mufti-colour, high 
resolution monitor I can use, I'd 
love to meet them, /simply can t 
afford fifteen or twenty thous- 
and pounds worth of equipment 
for my back room! Unfortunate- 
iy the resolution from all but the 
most expensive systems is sim- 
ply not coherent enough to be of 
much use to me, ' 
During the summer months. 
Rich has got into the habit of 
travelling the country in a cara- 
vanette, with his 12 volt air- 
brush, painting whenever and 
wherever the Fancy (or 3 com- 
mission!) takes him. When he 
visited us in Ludlow, he had just 
finished designing the circuitry 
for a top-oT-the-range stereo 
amplifier, which will deliver a 
massive 500 Watts per channel 
of almost distortion free sound. 
A multimedia man. Mr Shef- 
field bade us goodbye, on his 
way to purchase some cellulose 
paint with which to decorate his 
van. . . . 




130 CRASH August 1985 




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